EA Releases DRM License Deactivation Tool
Dr_Barnowl writes "Electronic Arts has posted a SecuROM de-authorization management tool. Once downloaded, the tool will search your drives for EA games infested with the draconian online DRM system, and help you download their respective individual de-activation tools. This isn't a perfect solution, since it's still possible to run out of activations in the event of hardware failure or other source of data loss, but since the announcement that this particular DRM system will be dropped for The Sims 3 , it would seem that EA has had a minor epiphany about DRM."
I'm sure EA's hand was forced in part by the FTC's recent warning against deceptive DRM practices. Hal Halpin of the Entertainment Consumers Association commented further on the issue, suggesting to developers that such measures need to be displayed on game boxes, and that standardization of EULAs could be next on the list.
*sigh* Here we go again. Seriously, a code is the most simplistic and effective means of copy protection. One key = one install. Simple as that.
If you implement measures, that online / LAN multiplay is restricted to valid and unique CD-keys and executables cannot be cracked easily is one of the most reasonable methods to balance between players and publishers available.
It serves the following purposes:
- prevent non-paying customers from using unpaid-for online servers
- (inofficially) let people (via keygens) rather freely test-drive the full software, offline on their own machine with the option to buy a key and make your installation legit and online-enabled in seconds.
- ban detected cheaters from online play and introduce a financial risk to cheating (you have to buy a new key when you're caught) which deters non-hardcore cheaters from trying
- prevent mass copying of your software: if the same key is encountered online in the thousands, disable the key
- all this encourages defined and responsible ownership of the software: if you give out your key, you possibly cannot play online anymore
- and inofficially: limit the resale-value of a used key: as a buyer, you cannot be sure if the key is not banned for cheating or shared with the entire school/workplace of the reseller.
I don't know of people who been hindered from doing legit things with their paid-for software because of a cd-key. But I know several people who "test-drove" dozens of pirated games with a keygen who found out the game was so crappy that even downloading it was a waste of money and time.
=Smidge=
Is it just my observation, or is eldavojohn an idiot?
Does this also remove the other aspects of SecureROM, other than just 'number of installs?' Like the whole 'Hey, you have Nero installed! Therefore, you can't run this game! How dare you have standard computer equipment like a CD burner installed in your computer!'
Vintage computer games and RPG books available. Email me if you're interested.
I am a pretty avid game buyer. I got out of college, got a job, and suddenly found tossing out a couple hundred on video games occasionally wasn't a large expense. If I see a game that I want, I generally just buy it.
I skipped over Red Alert 3 and Spore.
Those are two games that I normally would have not thought twice about buying. I like video games, and they are not such a big expense for me where I have to spend much time thinking about if I want to buy it or not, but in the case of those two games I took a pass because of DRM. I can merrily ignore DRM if it doesn't affect me. Limited licenses, crippling applications installed onto my computer, nice big loop holes for security breaches? Thanks. I'll pass. Video games are nice, but not worth crippling my computer or supporting that kind of anti-consumer behavior.
EA needed to be taught a lesson and hopefully they learned it. Spore had the most crippling DRM of all times and was the most pirated game of all times. Pssst... EA... DRM doesn't stop pirates. It sure does piss off people who on a normal day would hand you a sweat wad of cash without thinking twice.