Valve Claims New Steamworks Update "Makes DRM Obsolete"
Lulfas writes "Steam is implementing a new anti-piracy solution that, according to them, removes all DRM. Called Computer Executable Generation (CEG), this system creates a unique copy of the game when it is purchased through Steam, essentially using a 100% unique keygen system. It will be installable on any system, but only playable by one person at a time (hooked into the correct Steam account, of course). Will this be enough to satisfy anti-DRM players while at the same time giving the publishing companies what they require?"
You don't buy games, you rent them. No more servers = game won't start.
I'm not buying ANYTHING from them, not to mention the fact that it's for Windows only.
In what sense is this not DRM?
And if when Steam goes out of business you can still play the game.
[Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
That may be a saner DRM, but it's still DRM.
If you're going to sell a service, then sell a service. Don't sell software and try to control it like a service.
if you "buy" a game from Steam, they own your game and not you. You are the one who has to request access to play the game(or to play in offline mode) and a ban can screw up your "purchased" game library.
If you want to have some games, do NOT go to Steam.
Knowledge is power. Knowledge shared is power lost.
So... it removes the need for current DRM schemes like "CD-in-drive", "CD-key", and "X number of installs".
But it fortifies the DRM scheme that Steam already employs, the "one game copy per server account" by allowing Valve to determine exactly which copy belongs to which account. This doesn't give anything new to the user, but makes it really easy for Valve to look at a illegal copy distributed on the internet and say "Oh, this belongs to MrX. Banned."
So it doesn't really obsolete DRM... just other versions that users generally hate. The reason this is news is that it might be a compelling enough reason for bigger developers to use SteamWorks, since it gives them the same power they think they get in other DRM schemes.
As soon as the rabid "It's still DRM" crowd either
a) Get's over their kneejerk reaction
b) Get's ignored since they don't buy games anyway
c) Get's distracted by the next Sony DRM debacle
people will realize that this is exactly what the industry needs. MMO's don't have (much) of a piracy problem, but game developers that want to just sell software need help. DRM has failed not because the concept is flawed, it's not, but because the implementations have been silly. The idea that you can create a procedure and have it work without change forever is simply a waste of money. I can already think of several methods of lying to this kind of system, but Steam makes things harder just by combining a form of file check along with a log on to a remote server. To "lie" you will have to convince Steam that are a registered user, have permission to run the game you want to pirate, and your file(s) matches the CRC or other check they do. Once someone figures that out, or even _gasp_ before, they can add another check (or set of checks) to make things more difficult.
Many imperfect walls > 1 (supposedly) perfect one
This sounds more like a way of tracking, similar (But probably much more secure) to how iTunes embeds your account info into songs you purchase. Basically, if they need to, they can track it down, or tell other servers to not let you play online, but that is a bit different than something that first assumes you are guilty, until you prove your not. A completely different way of looking at the problem, akin to saying "maybe we should capture and jail the burglers, rather than force everyone to hire an armed guard for their house"
What are we going to do tonight Brain?
"This won't work because, by definition, it fixes the problem they had before." ???
Whale
I personally hate physical media. I think physical media is a scam on an epic scale. So I'm willing to log in to avoid that hassle. Sure, Steam could go down and kill my game. But my kid could frisbee the disks across the room and kill the game.
I'm willing to believe (at this point) that Steam is a robust enough distribution channel that it's at least slightly more disaster resistant than my house.
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
Second, Gabe himself said that if steam were ever to go down, he would remove any and all restrictions from playing your game, without the steam servers.
Pardon me if I don't believe the promises of a man who isn't fully in control of what may happen in the future. He may intend to do that, but that doesn't mean it will, in fact, be done.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
Oxymoron of the day: "unique copy"
In any case, I just plug in the ethernet cable, log in, log back out, unplug the cable, and start the game.
Which is useless when you're several kilometres/miles away from an ethernet cable that you have the right to use.
Wait, it's not DRM... because it's Steam... but without Steam... it won't run. Or without your specific keycode, login, etc PLUS a Steam installation, it won't run.
A rose by any other name would smell as sweet. DRM by any other name is still just a big STEAMing turd.
I check games carefully before purchasing them now and avoid all those that require the use of the Steam service. This comes after purchasing a few games that became unusable after a few weeks (or less than a day) with errors about invalid serial numbers. Perhaps region coding incompatible with my Geographically Canadian IP, perhaps the misfortune of matching with one of the warez distributions or key-gens. But all unresolvable without me delivering images of the retail receipt and manual / number card to Steam. As there is no reason to save the receipt for software purchase as opened packages are non-returnable, this was impossible.
Individually cryptographically signed executables is absolutely DRM. It, like every other copy-protection scheme, will only be relevant for online play, or if single player games require a handshake with some server system before use. (Which would limit their lifespan.) The best way to discourage piracy is to lower prices. You may not reduce the number of unlicensed copies around the world, but you will assuredly increase the number of customers you have.
Traditional DRM meant the disk was protected, but I could still install it and play it on any computer in my house.
I could install it on an unconnected laptop at the cottage and play...
This is one of those totally dependant on the DRM servers, type DRM. It is even worse IMO.
This is game rental, not purchase.
I'm willing to believe (at this point) that Steam is a robust enough distribution channel that it's at least slightly more disaster resistant than my house.
Distribution yes. I learned after I moved and the ISP couldn't get their act together for a month and a half what Steam really is. Any game that tells me "Sorry Dave, I can't let you do that... least not until you report in to the mothership" can go screw itself. I'm back to buying boxed games and using cracks, or downloadables that have a single activation. If I was to consider doing anything differently, it'd be skipping the buying the DRM-laden ones and just donate the money to charity instead. Treat me as a thief long enough, I might sooner or later get the message.
Live today, because you never know what tomorrow brings
So how does the game know nobody else is playing with that globally unique identifier?
This doesn't sound new or exciting to me...all it sounds like is Valve will handle license key generation/online authentication for third parties selling on Steam.
The Yasashii Syndicate ||
If such a way to remove restrictions existed, I am surprised it has not been activated by an (ahem) third party.
"In the absence of the ability to establish the attribute of truth they tried to establish the noble attributes."
Technically you're not suppose to resell most software, period.
That's what the software companies would like you to think, but most software -- even most games -- are not an online game like WoW is. (Or at least they have a substantial offline aspect which someone could reasonably want to get just for that aspect.)
Of course reselling WoW doesn't make much sense, or even L4D. But programs like that are still a minority.
When you buy software you're buying a license to use it,
That usually lets you resell it, I'll point out, even if you do in fact need their permission.
Yes, Steam supports offline play.
Largely. You still need to activate it before you play it and again periodically; you can't stay offline indefinitely.
Let me make this very simple for you:
DRM is any digital measure that attempts to stop piracy by restricting what you can do.
Whether or not it's acceptable DRM is a different question. I have Steam, and I consider it an acceptable trade.
But put another way, this is like claiming an iPod sold for $20 is "free", or has "no cost". Bullshit! It cost you $20! You may consider that to be more than fair price, considering what iPods usually go for, but it is in no sense free.
Now, someone else has pointed out that it may instead be a watermark system. Here, we could have a lively debate -- I consider a watermark to not be DRM, because it actually doesn't restrict you from doing anything. Others consider a watermark to be DRM, because it is a potential privacy hazard, and possible to abuse -- for instance, depending on the watermark scheme used, someone may be able to replace their details with someone else's, thus framing someone else for the piracy.
However, nothing in the press release suggests that this is a watermark instead of Steam's built-in DRM. Instead, it says quite clearly:
Headlining the new feature set is the Custom Executable Generation (CEG) technology that compliments the already existing anti-piracy solution offered in Steamworks.
Don't thank God, thank a doctor!
No...it is quite accurate to say "Steam does not require an internet connection in order to play a game". It should be added that "however, Steam does require an internet connection to install/activate the game". You can still play the game without the internet after you've activated it.
1) Steam requires an internet connection to activate a game.
2) Steam requires activation in order to play a game.
Therfore:
3) Steam requires an internet connection to play a game.
QED
Give me Classic Slashdot or give me death!
Exactly. Saying that this isn't DRM is disingenuous.
What they're really getting at is that this makes things like SecuRom obsolete. Requiring that a person log in to play their offline game is about as good as you can get in the DRM world. You no longer have to deal with bugs related to copy protection that tries to disable functional software on the computer. No more registration limit nightmares. All you do is sell the game and tell the user to log in to the service.
It's convenient for users, too, but it's still DRM, no matter how you look at it.
If your only remaining fear of Steam is bricking, I would probably just get over it and come to the dark side. I have been playing video games since Zork. Do you know how many video games I have lost or destroyed along that path? I sure as hell don't have my original Doom CD sitting around somewhere. I weep over my loss of my Master of Orion 2 CD. I don't even have my original Half Life CD.
The difference of course is that I can still play Half Life because it is on Steam... I can't play Master of Orion 2.
Sure, Steam might one day die. Valve promised to unlock the games if they should ever die. Is that an ironclad agreement? Nah, but in truth, even if they brick my Steam account when they die and no one buys it up to continue offering the service, I'll still have called it a fair trade. Solid media is too easy to lose or break, and cracking DRM to making multiple backups is frankly a waste of time.
I personally call Steam a fare deal. If one day it dies, those games might possibly be bricked. What I get in return is painless instillation of games when I move computers, an easy way to get new games, and none of the hassle of physical media in terms of storage space or breakage. I personally like a world with Steam much better than loading my computer up with crippleware from physical media.
Theft has to be prevented somehow. It's about finding an acceptable solution.
Spelling and Grammar errors have been added to this post for your enjoyment
1) A car requires dozens of people to assemble.
2) A car must be assembled before it can be used.
Therefore:
3) A car requires dozens of people to use.
QED?
It's pretty clear here that people are referring to whether or not you need an internet connection at the time the game is being played, not over the entire life of the game.
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
That is a matter of option. The day i got quake3 we could all play together in the lab on LAN with one copy. Starcraft lets you spawn "LAN copies" and TA had a similar feature. I didn't need a internet connection to play single player either.
The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
Try reading this as a primer as to why the above should be scored, "-1, poster successfully brainwashed."
What part of "shall not be infringed" is so hard to understand?
It's called the "law".
The cesspool just got a check and balance.
You don't need two computers to play a game on steam so your requirement of having steam on your other computer doesn't make sense.
Based on your comment history I seriously doubt that'll be a problem for you.
Yes you will because people play pirated steam games today, right now.