Game Distribution and the 'Idiocy' of DRM
In light of the increased focus on the DRM controversy in recent days, Ars Technica did an interview with execs from CD Projekt's Good Old Games about where the problems are with current DRM implementation. "For me, the idiocy of those protection solutions shows how far from reality and from customers a lot of executives at big companies can be. You don't have to be a genius to check the internet and see all the pros and cons of those actions." Penny Arcade is also running a three-part series on DRM from game journalists Brian Crecente and Chris Remo. Crecente talks about how some companies are making progress in developing acceptable DRM, and some aren't. Remo recommends against a trend of overreaction to minor gripes.
Is crack it.
There are now two games I *really* wanted that I can't get because I don't want their DRM infesting my machine. Nor do I want to use pirated games (being a programmer myself I don't like to download illegally, I really would prefer to pay), so I don't get to play at all.
I've been a computer gamer since 1983, and this not being able to buy things because of stuff put there to stop piracy is a new experience for me.
I hope its short lived, or the number of new games I buy is going to plummet.
A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
I saw a good quote from a games company's enlightened Chief Executive recently -
"DRM can encourage the best customers to behave slightly better. It will never address the masses of non-customers downloading your product."
Why the others haven't understood this I don't know. And note the 'DRM can encourage...'. I'd say I'm a good customer (I spend a bunch anyway), but I'm increasingly drawn to warez, because they - and I can't believe I'm writing this - are less likely to screw my gaming PC. What is the world coming to?
"Be light, stinging, insolent and melancholy"
DRM takes control of the product away from the consumer and put it in the hands of the media owner. When you buy any DRM-encumbered media, you don't control that media. The way you use that media is determined by the content owner. Don't have an HDCP-compatible monitor? Well, I guess you can't view these discs in HD the way they were intended. Don't have a fairplay-compatible MP3 player? Tough, you can't listen to the music you bought and paid for. The hilarious thing is that every single DRM scheme ever invented has been circumvented by pirates, and only legitimate, law-abiding consumers have to put up with this. Why buy media which is just going to impede your efforts to use it, when you can download it and play it any damn way you want to?
"Penny Arcade is also running a two-part series on DRM from game journalists Brian Crecente and Chris Remo."
It's a three part series, only two parts are up. The third will be up on Monday.
I ignore Anonymous Coward posts. If you want to discuss something, that's awesome. Log in.
Talk about false dichotomy.
It'd be like "Either I can rape my kids, or have no children". Guess what? There's a third, and very palatable answer. We'll let YOU figure that out, if you are mentally able.
"Remo recommends against a trend of overreaction to minor gripes"
That, in a nutshell, is why the industry isn't taking all the bleating about DRM seriously. DRM is a business decision. It's not there because they hate your freedom, it's there because they think it will help stop or at least slow piracy. If the world wasn't full of thieves, there would be no DRM.
Acting like DRM will go away if you cry about it is childish. It will only go away by becoming invisible. Nobody seems to know that iPhone apps are protected with DRM, nor that it helps bring prices down (although it certainly doesn't have to; PSP DRM hasn't had any effect on software prices).
The real issue is that DRM doesn't work well in the hands of software producers (audio/video/apps), because their monetary conflict of interest pushes them to wield the power of DRM to extort hight prices.
The only successful DRM comes from hardware makers (read: Apple) who balance the power to govern sales without extortion prices and without runaway piracy, because their interests are aligned with both consumers and intellectual property content producers.
That's why Microsoft's DRM didn't work; the company only cared about producers because it wasn't selling its DRM products directly to consumers, and subsequently stacked the deck against end users.
Apple carries DRM like the Ring.
The Japanese iPhone Failure Myth
There is no such thing as "acceptable DRM". By it's very existence, a non-DRM'd game will always be more acceptable than one which has added bloatware in the form of DRM attached to it.
I've always bought my games. I often download pirated games to try out, but if I like them, I almost always buy them. There are a few exceptions where I've never gotten around to buying a copy, but they are far outweighed by the number of games that I've paid for and never played, still sitting on my shelf in their shrinkwrapping.
However, a few years ago, I was so furious with the music industry selling me a useless CD that I couldn't play that I vowed never to buy another music item again. I have a whole basement full of CDs, but none of them are dated after 2005!
With the bad experience I had with Bioshock, I'm very tempted to do the same thing with games. I certainly won't buy Spore even though I'm a fan of Will Wright's games, solely because of the awful DRM. I've tolerated having to use No-CD crack up until now but if things keep getting worse, I'll stop buying games altogether and I'd encourage others to do the same.
The idea that DRM can be moderate seems fairly sensible on the surface(some DRM schemes are more restrictive than others, therefore the less restrictive ones must be moderate, and everybody knows that moderation is good!); but in a more important way, it is nonsense.
A DRM system consists of a locked box and a key. In order to be effective, the system must simultaneously know the key, while preventing the user from knowing it. This means that the DRM system must deny the user access to some or all of his own system. There is absolutely nothing "moderate" about being locked out of parts of your own memory space. In this sense, all effective DRM systems are absolute. If DRM is working, it isn't your computer, period. Some DRM systems are more indulgent than others about what and how they restrict; but that isn't the same thing as moderation.
Note: there are some DRM systems that don't control the user in this way, and might be said to be genuinely moderate; but none of them are effective. Further note: my opposition to DRM is no more an endorsement of piracy than my opposition to mass surveillance is an endorsement of murder.
...the social contract that says "it's really not nice to do that". Some people use the "would you say you did that if the programmer/artist was in the room with you?" test. This test can fail. It can fail if the programmer/artist isn't really the person taking home the pay. Back in the day, it often was; but now many of them are just employees, so they might not care if you pirated the game and if they got paid barely living wages and worked 70 hour weeks, they might even applaud you. Same deal with music. This will depend somewhat on how the artists feel about their relationship with the recording industry. Any number of one-song phenoms, and even current artists with bad deals won't care, because they don't get the money anyway. Some artists who've already got their mansions won't care, and may even regard giving it away as philanthropy. Others still want their beans and aren't ready to set up "The Foundation", so they'd be pissed off.
Oh, and there is one other effective DRM and sensible, but it's only valid if the product relies on the network. Sell a userid, and prohibit multiple-logons. At that point, your enforcement mechanism is similar to an ISP abuse department. Legitimate buyers will call to find out why the service turned off, and get reminded to keep their password secure. Everybody else will shut up, or they might try but then the operator will say "you're not the registered user, piss off". Too many games are fun without network access for this technique to really impact the market.
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
"DRM can encourage the best customers to behave slightly better. It will never address the masses of non-customers downloading your product."
Seriously, WTH is that supposed to mean? By better it means, not loaning it to your brother, it means not being able to sell it. All perfectly reasonable things.
DRM definitely does encourage customers to visit the pirate sites to get proper usability back by downloading cracks (AKA no cd cracks). Eventually you are going to lose a number of customers who get fed up and cut out the middle man (the producer) and start with the cracked version. After all you trained them for years this is where you get the full value product.
No, YOU missed the fact. Those millions of illegally acquired pieces of software AREN'T customers. They will NEVER be your customer.
Instead of focusing on consumers that aren't paying you focus on the ones THAT ARE!!
By implementing stronger and stronger DRM you're wasting resources on nothing, but that's not the real reason DRM is put on disks. It's to stop customers from taking back a shitty game.
Lets look at Spore. You buy Spore, install it and link it to your email address. That copy of spore is now permanently linked to you.
After doing this you realise that Spore is a piece of shit with frequent crashes every 5 minutes, but oh look! You CAN'T refund it because you linked it to yourself. So even though EA have released Spore in the horrible state it is they still make a ton of profit with angry customers not being able to refund.
If you buy a toaster and it doesn't work, you take it back. What makes the gaming industry so fucking special?
I don't particularly agree with loaning it to someone,
"Loaning a game" implies that while the game is loaned out, the original owner can't play it. It's your game - you should be able to damn well decide who to loan it to. If you substitute "book" for "game", it sounds pretty ridiculous.
It's only when "loaning a game" translates to "burn a copy of the game" that you run into trouble. But that's not really "loaning", is it?
Irony: Agile development has too much intertia to be abandoned now.
I could...eat them??
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Most reasons why someone doesn't purchase a particular game can be boiled down to one of the above. If I simply don't purchase a game, there's no guarantee which of the five basic reasons was the reason why I didn't purchase it. In the case of Bioshock, it was the DRM itself, but I haven't told 2K games why I haven't gotten it. From their perspective, it could be any of the above reasons, when in fact it is because of the DRM.
If I don't buy Bioshock, I have sent the same message to 2K games as has the guy with a five year old Dell POS with a Celeron and Intel Integrated graphics, the MMORPG-or-bust gamer, the broke college student paying for school by himself, the living-under-a-rock gamer whose last purchase was DOOM, and the "gamer" whose entire software collection comes from Limewire, when the reality is that my reasoning isn't any of those. The problem is that I've got their statisticians and marketing folks grabbing their magic 8-balls trying to figure out why my software shelf doesn't have a copy of Bioshock on it; odds are that I probably have been categorized in their pirate category.
In the case of Spore, EA games is being told that they've gone so far with the solution with reason #5 that DRM has become their reason #6, and it's a reason that they can very easily overcome. This backlash that TFA advises against is actually working because if every one of the 1-star comments on Amazon is a single lost sale, that's 2,578 lost sales as of this writing. That's something that EA's bean counters can't otherwise explain away. The fact that EA has changed a policy at all is a step in the right direction (they're not going to abolish DRM overnight - SecuROM is on the other side of the fence convincing them that DRM does indeed work).
The problem is DRM and other protection mechanisms are unpopular, but in many areas it is clear that piracy is allowed to run rampant that there will be no sales. This is especially true for "popular" software.
There are some people that claim not to pirate - but it is certain they have some software they didn't pay for. Maybe someone just gave it to them or maybe their morality is a little more flexible when it comes to certain things. The problem is that for the last 20 years or so piracy has become pretty mainstream. Why would anyone pay for something when the same thing (sometimes better) is available for free? I'm not talking about free open-source here, I am talking about pirated software. Literally everything you could ever ask for is available for free by anonymously downloading it. So why would anyone pay? It is just a little too easy today and really there is no putting the genii back in the bottle. Piracy is here to stay.
The goal of a lot of pirate web sites and such is to make it impossible to obtain revenue from music, movies, books, software and anything else that can be put in digital form. While I believe these evangelists are few in number, the Internet provides them with a strong presence. Often, the pirate sites will come up first in Google before the publisher's web site. What does that say about popular software? There are some people that will pay - shareware has run at about 5% of users paying for over 20 years. But that is as far as it goes. Name one business that can exist with 5% of the revenue they had last year.
Face it, in the near future every piece of software will be available for free. The only question will be if anyone finds it profitable to publish software. Offhand, I would say the number of players will be very limited. Most software will be a web service where the user never gets to hold anything on their computer. Open source will have a role, but probably not much larger than it is today.
Any spore installation (or any other program for that matter) is copied millions of times in the course of normal use on a single computer (regardless of whether money was given to some 3rd party). It is loaded from the hard disk to RAM, occasionally swapped back to disk and vice versa. What makes this copying "OK" and other copying not "OK"?
It's because of stupid semantics arguments like this that barely-readable legalese EULAs crop up. If you know that things get copied back and forth from HDD to RAM, you should also know the difference between copying back and forth to RAM for the purpose of execution or backup and making a separate copy on (semi-)permanent storage to hand the data over to somebody else. Pretending it's all the same is disingenuous at best, dishonest at worst.