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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.

6 of 226 comments (clear)

  1. To the extent that they lightened the DRM load: by Smidge207 · · Score: 5, Interesting

    *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?
    1. Re:To the extent that they lightened the DRM load: by FishWithAHammer · · Score: 4, Interesting

      I actually thought of something interesting.

      A key system that does phone home--but does the validation on the user side. If the key's not legitimate, i.e. a keygen result, it won't be in the server database, though the game still unlocks. It doesn't change the game at all, but instead displays a message that more or less says only "I know this key isn't legitimate, but I'm going to let you play the game anyway." Let the versions unlocked with this, just keep the "Register This Copy" button on the homepage. (I plan to do registration through PayPal, built straight into the game, in the first place, if somebody wants to bypass the need to go input the key themselves the first time--so they can still go get a legitimate copy if they want.)

      Could be workable. I doubt a pirate is likely to spend any time cracking it when all they have to do is sit through a "do you really want to just steal this game?" message before being allowed in.

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    2. Re:To the extent that they lightened the DRM load: by orclevegam · · Score: 5, Interesting

      I have no interest in having my work valued at zero unless you "feel like it." I can just as easily not release it.

      Having never seen or played your game (to my knowledge) I currently value it at zero. Even if I had seen it (and even played it), I'd probably still value it at or around zero, sorry, but that's just the way things go with a free market. No one is guaranteed success, and just because you wrote a game does not intrinsically mean it has value to everyone nor more importantly that it has the same value to anyone. Now, I can sympathize with you, I'm a programmer and I do like to think that what I make has value and that people are willing to pay for it, however the onus is on me to convince the public that my software is worth paying for, and no amount of DRM is going to do that for even half of the public.

      Your potential market for any piece of software can be broken down into a number of categories and various things you do will effect exactly how that breakdown occurs. The categories are as follows:

      • Doesn't even know about your software
      • Is aware of your software but not interested in it
      • Is aware of your software but values it at less than what you're asking for it
      • Is aware of your software and values it at more than what you're asking for it

      Now, on the topic of that third category (Is aware of your software but values it at less than what you're asking for it) this is where your pirates come from. It's important to note that some people will value your software at or very close to zero and will therefore never pay for it no matter what you do, so some of these people might as well be considered lost sales no matter what. Your job is to try to maximize sales to all categories and this is accomplished in a number of ways. In the case of categories 1 and 2 (don't know and not interested respectively) advertising and demos (either full or partial) go a long way towards shifting these two into groups 3 and 4. Group 4 is essentially sold already, all you need to do with them is keep shipping a quality product that works well and doesn't hassle the paying customer. Group 3 is the problem group. Your options to win them over are to lower your prices, or convince them that your product has more value in it (demos, and various incentives are a great way to do this as the demo gets them actually interacting with your product and able to more fully evaluate it, and the incentives are effectively added to the value of the base product).

      --
      Curiosity was framed, Ignorance killed the cat.
  2. All aspects of securerom? by SuiteSisterMary · · Score: 4, Interesting

    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.
    1. Re:All aspects of securerom? by Anachragnome · · Score: 5, Interesting

      Heroes of Might and Magic 3 was my first experience with SecuROM. It disabled my CD burner...permanently. EA owes me $55 for that one.

      In total, SecuROM has been the demise of three of my drives. There was no way to determine whether or not a game had it back then, so it was hit and miss. SecuROM, or EA, owe me approx. $150 for disabled drives over the last 12 years or so.

      Since I NEVER expect to receive a buck from them in compensation, I protect my drives instead. I stopped BUYING THEIR GAMES. And every one that I bought in the past, I have since downloaded cracked versions and use them instead.

      Is that what you wanted, EA?

      Drop SecuROM, entirely, or you've still lost a customer.

  3. Re:how much does DRM cost by Shihar · · Score: 4, Interesting

    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.