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Why Bother With DRM?

Brad Wardell of Stardock and Ron Carmel of 2D Boy recently spoke with Gamasutra about their efforts to move the games industry away from restrictive DRM. Despite the fact that both have had their own troubles with piracy, they contend that overall piracy rates aren't significantly affected by DRM — and that most companies know it. Instead, the two suggest that most DRM solutions are still around to hamper a few more specific situations. Quoting: "'Publishers aren't stupid. They know that DRM doesn't work against piracy,' Carmel explains. 'What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets. If DRM permits only a few installs, that minimizes the number of times a game can be resold.' ... 'I believe their argument is that while DRM doesn't work perfectly,' says Wardell, 'it does make it more difficult for someone to get the game for free in the first five or six days of its release. That's when a lot of the sales take place and that's when the royalties from the retailers are determined. Publishers would be very happy for a first week without "warez" copies circulating on the Web.'"

376 comments

  1. Hmmm by Dishevel · · Score: 2, Interesting

    Sounds like Game Stop should sue.

    --
    Why is it so hard to only have politicians for a few years, then have them go away?
    1. Re:Hmmm by Anonymous Coward · · Score: 3, Insightful

      How does this even make sense? GameStop doesn't sell used -PC- games, which is what this "limited install" DRM is made for. Hard to resell a game with a serial code.

    2. Re:Hmmm by snl2587 · · Score: 3, Insightful

      Hard to resell a game with a serial code.

      Yes, yes it is. Especially if the game has an online multi-player component. But what about for single-player games? That's where limited-install makes sense for the developers and why Gamestop has a hard time with used PC software.

    3. Re:Hmmm by iksbob · · Score: 3, Informative

      GameStop doesn't sell used PC games because they have install restrictions. PC game producers admit to using said restrictions to limit or eliminate the resale value that businesses such as GameStop capitalize on. If these restrictions weren't in place, used PC games would have resale value, so GameStop would (in theory anyway) be interested in selling them.
      I agree that a case filed by GameStop doesn't make much sense... PC game producers aren't legally obligated to follow GameStop's business model. On the other hand, a class action case on the behalf of PC game consumers may be in order if these restrictions and corresponding elimination of resale value weren't fully disclosed prior to sale.

    4. Re:Hmmm by Dyinobal · · Score: 4, Interesting

      I've been into gamestop before and opened their 'empty' cases to find serial numbers inside. Once I've something like that there is almost nothing keeping me from going to say 'battlenet' and registering that copy of warcraft as my own. They even let me download the game from their site as well. I never buy PC games from gamestop simply because you can't be sure someone hasn't already nipped the serial number from it.

    5. Re:Hmmm by BronsCon · · Score: 3, Interesting

      First Sale Doctrine much?

      --
      APK quotes people (including myself) without context and should not be trusted. Just thought you should know.
    6. Re:Hmmm by Archangel+Michael · · Score: 2, Interesting

      No, the game companies ought to give the games away for free, and charge people to connect to their servers.

      UsernameID should be enough to satisfy DRM, since it is tied directly to a user. People buying a RETAIL copy of a game should get a certain number of USER registrations (suggested value = 5) for people in a house.

      If they did this, then they would have their cake, and eat it too. Single people could share their Install Code 4 times and spread the popularity and such.

      The solution is EASY if one can just wake up to it.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    7. Re:Hmmm by socrplayr813 · · Score: 4, Interesting

      I can't speak for everyone, but I don't want to connect to a server if I don't have to. Most of my favorite games are primarily single player (ie. Civilization). A lot of them have a multiplayer component, but there are tons of people that never touch that.

      For games that are primarily multiplayer, I agree that a small fee for the initial install along with a monthly fee is reasonable, but not for single player games. I think this is dangerous territory too. It could lead to separate single/multiplayer editions where they get to charge you extra for small additions to a game.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    8. Re:Hmmm by shmlco · · Score: 1

      Right... except for single-player games that don't want or need a network connection.

      Require it anyway? Of course, you then have the asshats who will remove or disable the code requiring the login and post that to the torrents. Or the other asshats who'll put a proxy in place to mimic the server, or...

      The solution is only EASY to those who're half asleep.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    9. Re:Hmmm by Archangel+Michael · · Score: 3, Insightful

      The solution for single player games is just as easy. Make it easier to get the game than to pirate it. The assumption here is that you're not connected to the network, now you have to go to a store (game stop) or whatever to buy the game. Make it easy (less expensive).

      If they have a connection to the internet, but the game is single player (eg Civ), then make it available online even cheaper than retail.

      Who cares about finding a Torrent or cracked version that isn't spyware/virus plagued when it is just as easy to go get it from the source?

      Pirates only operate where it pays to pirate, and the commodity is scarce. If you offer a good product and service at a fair price, you'll have customers. Yes, there will be people who STEAL (yes I said steal) the game to play, but that is not the software company's problem. They are going to do it anyways.

      The point is get to a point of "why would I need to Crack and Torrent something that is so easy to get from SOFTGAMECO?"

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    10. Re:Hmmm by Dog-Cow · · Score: 2, Funny

      Non-sequiturs much?

    11. Re:Hmmm by Thinboy00 · · Score: 1, Funny

      Read the EULA.

      --
      $ make available
    12. Re:Hmmm by socrplayr813 · · Score: 2, Insightful

      For the record, I don't pirate games anymore (and really only ever downloaded a couple that I played for any length of time). Now that I'm out of school and have a decent income, I buy all my games if/when I want them.

      For me, it's not about the game being easy or difficult to get (either price or effort). I don't want to keep track of a dozen accounts with different game developers just to get their content. There's a limit to how much of that I'm willing to deal with. It's a matter of practicality.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    13. Re:Hmmm by BronsCon · · Score: 4, Insightful

      Only after it's too late to do anything about it.

      --
      APK quotes people (including myself) without context and should not be trusted. Just thought you should know.
    14. Re:Hmmm by Ankle · · Score: 1

      What happens when they go out of business and the authorization servers for the game go offline and they never released a patch to remove the DRM? I don't know about you but I still play some of my games from 10-12+ years ago were both the publisher and developer are long gone.

    15. Re:Hmmm by DarthVain · · Score: 1

      This is:

      A) Stupid

      and

      B) Dumb

      Why?

      A) Not everyone has an internet connection, or if they do, not all the time.

      B) What happens when the company goes under? When the game isn't profitable? When they just don't feel like supporting it? They turn off the server.

      There are tons of examples out there of companies that take a short view of anyone copying their work, yet feel no need to support it any more.

      Look into what meets the criteria for abondonware and what doesn't, it is really silly. There are also tons of horror stories about people who bought a lot of movies online, only to have the DRM server turned off. Guess what? SOL!

      Sure in many cases you can circumvent these measures... but guess what you are pirating again.

    16. Re:Hmmm by Cythrawl · · Score: 1

      Wrong!. its not because they have DRM restrictions on install amounts. Gamestop hasn't sold used PC games for years now, and the restricted install DRM only really started with Bioshock which was less than 2 years ago..

      I have been in the US for 6 years and in all that time Gamestop has NEVER sold used PC games. Electronic boutique and GAME in the UK are the same. They never sold Used PC games either and that's going back even further now. The reason they dont sell them is the assumption is that the buyer will take the game home, copy it and take it back and trade it in to get another game, take it home, copy it ad infinitum.

      its the same reason why you cant rent PC games from the online rental stores too.

    17. Re:Hmmm by DunderXIII · · Score: 1

      Easy?? You obviously don't write games for a living :-) There's nothing stopping anyone from downloading a patch on some pirate site that simply allows the gameplay to run connectionless. If you want to make it hard, content needs to be on the server end. Think MMO for single player. Now I'm not saying it's not feasible but it's FAR from easy and very very FAR from costless! And you think no one thought about it?? :-)

    18. Re:Hmmm by Archangel+Michael · · Score: 1

      There is no DRM. I don't propose DRM.

      If they go out of business, then you're not playing online with their servers. If you have a single player mode, then you have no problem, because it doesn't need to check anything (no DRM).

      The only check is for playing online. That should be DRM (user account) enough.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    19. Re:Hmmm by Archangel+Michael · · Score: 1

      Well, if you are buying a game now, which is primarily for Online playing, what happens when it goes defunct?

      There are two types of games, single player (Civ) and multiplayer (WoW). Some games have features of both, but I don't know anyonw who plays WoW by themselves: what is the point in that?

      And if you have a single player game, who cares if they don't have servers to access if the game never checks in.

      If you read deeper in the threads above, you'll see my response regarding piracy and single player games.

      The greatest problem I have with single player games is what do I do if they suck? I don't want to pay for a game that sucks.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    20. Re:Hmmm by Orion+Blastar · · Score: 1

      Well that and sell items in the game to help with game play. Plus a monthly subscription so they can play unlimited with options turned on.

      Many games like Pirates of the Caribbean, etc already do that.

      Many Facebook games are that way like Battlestations, you play for free but can buy items from their shop to help gameplay. They earn about $40,000 a month.

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    21. Re:Hmmm by Archangel+Michael · · Score: 1

      What is the point of running an online game (WoW) connectionless?

      If you have a single player game, my proposal doesn't affect game play at all. Many people run pirated / cracked versions of games because of DRM getting in the way.

      If you make it easy to 1)get games (cheap/fast) then there is no reason to pirate. Unless you're a thief. In which case, you have other issues.

      If you make it easy to 2)DL and update games via simple server side registration then there is no need for DRM.

      All DRM does is say "we have a broken profit model, and our games are broken". It also says "our customers are thieves". Yeah, some are, most are not, if you give them a chance.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    22. Re:Hmmm by Machtyn · · Score: 1

      The problem is that to copy a game from a friend will almost always be the easiest path for most kids and college students (a majority of the target market). Without something in place, the producers/publishers may not make any money.

      DRM is probably not the answer, though. Because I have many legally purchased games where I am forced to load and scratch my disc to play it. I cannot "fair use" it to make my backup copy without jumping through a lot of hoops.

      Let's just say I see both sides of the argument, abhor DRM, but abhor the pirates just as much. (What happened to demos for games?)

    23. Re:Hmmm by geekoid · · Score: 2, Informative

      The one right up the street from here sells used PC games.

      --
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    24. Re:Hmmm by morari · · Score: 1

      I'd love to see a comeback of at least Spawn Installs. Having a family that likes to play video games together across the home LAN is difficult when you have to purchase four copies of a game to do so. :(

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    25. Re:Hmmm by Archangel+Michael · · Score: 2, Interesting

      The problem with your scenario is that it assumes that the one would have purchased it anyway. There is no such guarantee.

      Further your assumption suggests that DRM prevents the same thing from happening. I doesn't prevent it from happening, it only makes it difficult.

      Third thing to consider is that many people who rightfully bought the game, but resorted to cracked version because the DRM version was horribly broken, now are telling people how to get the cracked version for themselves. Which means you haven't solved anything yet.

      Why do people pay for ITMS or Amazon (or any of the other MP3 stores) for MP3s when they can be had for free (gratis) using a filesharing program?

      My proposal suggests that most people want to do it the right way. Which is a reasonable assumption.

      As opposed to the alternative assumption that DRM assumes, which is that your customer is a criminal.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    26. Re:Hmmm by Anonymous Coward · · Score: 1, Informative

      You don't have to, at least in the state of Washington.

      But Judge Richard A. Jones rejected that argument, holding that Vernor is entitled to sell used copies of Autodesk's software regardless of any licensing agreement that might have bound the software's previous owners. Jones relied on the First Sale Doctrine, which ensures the right to re-sell used copies of copyrighted works.

      http://arstechnica.com/tech-policy/news/2008/05/court-smacks-autodesk-affirms-right-to-sell-used-software.ars

    27. Re:Hmmm by thePowerOfGrayskull · · Score: 1

      No, the game companies ought to give the games away for free, and charge people to connect to their servers.

      Which would be great, is multiplayer games built around centralized servers...

    28. Re:Hmmm by Samah · · Score: 2, Interesting

      Make it easier to get the game than to pirate it.

      People who don't want to pay for the game won't care about which is easier.

      Who cares about finding a Torrent or cracked version that isn't spyware/virus plagued when it is just as easy to go get it from the source?

      People who don't want to pay.

      The point is get to a point of "why would I need to Crack and Torrent something that is so easy to get from SOFTGAMECO?"

      So that you don't have to pay.

      If you offer a good product and service at a fair price, you'll have customers. Yes, there will be people who STEAL (yes I said steal) the game to play, but that is not the software company's problem. They are going to do it anyways.

      True words. There's a difference between "customers" and "users". Customers will pay for your product because they believe it's worth the money. Those who don't pay for the product were most likely not going to buy it in the first place. They are not "lost sales".

      I'll admit, I used to download games when I was flat broke (Uni student) but now that I have a job there's not really any excuse. IMO much of the problem is that people don't put as much value in games as they do in other possessions. I'd much rather spend AU$100 on something I need rather than on one game. Most single player games now are not worth even half of the RRP (based on dollars vs average play hours/replay value). There are some exceptions where games are huge and/or have good replay, and they're the kind of games that are worth the money.

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    29. Re:Hmmm by snuf23 · · Score: 2, Informative

      You can't rent software programs in the US because of a law passed in 1990:

      "The Record Rental Amendment of 1984 and the Computer Software Rental Amendments Act of 1990 both amended Section 109 to prevent all owners of software copies or phonorecords to distribute said copies through the acts of rental, lease, or lending, or by any other act or practice in the nature of rental, lease, or lending unless authorized by the owners of the copyright, with an exemption for non-profit educational institutions and non-profit libraries.

      The acts specifically excluded:
      A computer program which is embodied in a machine or product and which cannot be copied during the ordinary operation or use of the machine or product; or
      A computer program embodied in or used in conjunction with a limited purpose computer that is designed for playing video games and may be designed for other purposes."

      First sale doctrine

      Prior to that you could rent computer software both through the mail or from local shops. I used to do it quite often in the 80s.

      --
      Sometimes my arms bend back.
    30. Re:Hmmm by DrStoooopid · · Score: 1

      Until the company goes belly up, and there's no way to reinstall a game that you legally purchased, but can no longer install thanks to DRM

      --
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    31. Re:Hmmm by Bert64 · · Score: 1

      Speaking of practicality, i'm sure a lot of people don't want to keep track of a dozen pieces of physical media... Being forced by a DRM scheme or a games console to insert the physical media just to play is a huge pain in the ass, especially if you travel or have kids who damage/lose the media.

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    32. Re:Hmmm by sonicmerlin · · Score: 1

      You pay for movies that suck, so why not games?

    33. Re:Hmmm by socrplayr813 · · Score: 1

      Well... I haven't had to insert a disk in years. That's without cracking anything. Part of that may just be the games I play, but a little ingenuity with cd images can go a long way.

      Either way, I'd personally rather have a small shelf/rack/drawer with some CDs/DVDs on it than try to keep track of 12 different accounts. Not to mention, I can be sure I can always install and play the game if I own the media. I'm sure there are people that feel the opposite way about it, but that doesn't mean my option should go away.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    34. Re:Hmmm by socrplayr813 · · Score: 1

      No, it doesn't necessarily prevent it from happening, but it might make it difficult enough that your average non-tech person will give up and just buy it. Either way, I can see where they're coming from. Why should people get the exact same game I have without paying for it, regardless of whether they would have paid for it or not?

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    35. Re:Hmmm by Bert64 · · Score: 1

      You should always be *able* to install/play the game so long as you own the media, however you should also be able to play the game without having to insert the media each time you want to play... Some games try to force you to insert the media every time you wish to play.

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    36. Re:Hmmm by Anonymous Coward · · Score: 0

      [...] there's not really any excuse.

      This is terrible lie - considering that very few games worth the price they are sold for.

      I pirate games because most demos are crippled or plain buggy. If available at all. e.g. Sacred 2 Demo is at patch version something like 2.01. Less than six month after the release official game is already on patch level 2.40. If you try to play demo, you would find within first 15 minutes bunch of small issues all over the place. OK, I didn't liked Sacred 2 (mostly for the same reasons I didn't like Sacred 1) so I didn't even bothered to torrent cracked 2.40 and see whether the issues were already addressed. But for many games one really has no choice but pirate to actually see whether the game is what you expect it to be. I wish I did that for NWN2, because its SP campaign turned out to be a turd (and to make it worse it crashed about every 4 hours).

    37. Re:Hmmm by DarthVain · · Score: 1

      Then single player games have no DRM? As that is the whole point of the question. Game publishers want it to protect their interests, but users hate it because it treats them like criminals and make the game less enjoyable.

      Sure game like WOW and DRM are easy. Its called a subscription service. Nothing new here. Not all games are multiplayer. Not all multiplayer games require the internet. What if I want to play on a LAN? On a direct connection via patch cable or modem (I know unlikely these days), or hot seat or on the same computer on game controllers. All of these would require (or so say the publishers anyway) some DRM that an internet server solution would not be appropriate.

      As to single player games that suck, I don't really want to play any games that suck really.

    38. Re:Hmmm by socrplayr813 · · Score: 1

      you should also be able to play the game without having to insert the media each time you want to play

      I can and do. What's the issue?

      To explain using the game I mentioned above... When I click on my 'Civilization 4' icon, a script loads an .iso (properly made with the original disk) into a virtual drive, then launches the program. After the program launches, it unloads the image. True, this doesn't work with every game, but it's actually quite easy for a great many games. I much prefer the 5-10 minutes of work (once) to having to log into the company's server each time for a single player game.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    39. Re:Hmmm by Bert64 · · Score: 1

      In which case the demand for inserting media is pretty useless...
      In other cases, game DRM considers a disk image mounter as being a piracy tool and will refuse to run if such software is installed, even if you aren't using it.

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  2. Saw It in Music! Coming Soon in Games, E-Books by eldavojohn · · Score: 4, Interesting

    Brad Wardell of Stardock and Ron Carmel of 2D Boy

    I don't know who that is but a few days ago I submitted a story on an interview with Sony's CEO:

    In an interview with Nikkei Electronics Asia this month, Sony CEO and chairman Howard Stringer revealed an interesting point about open technologies: 'Customers will refuse to accept it unless the technology is open. Youth in particular really dislikes closed technologies, closed systems and the like. I think the failure of AOL LLC of the US is good evidence of this. When the Internet was just beginning to spread, AOL boosted its subscriber base by providing special services only to its customers. After a while, though, customers began rebelling, complaining that they weren't children. Because AOL wanted to keep them locked up in a narrow portion of the immense Internet cosmos, open technology was created. Sony hasn't taken open technology very seriously in the past. Its CONNECT music download service was a failure. It was based on OpenMG, a proprietary digital rights management (DRM) technology. At the time, we thought we would make more money that way than with open technology, because we could manage the customers and their downloads. This approach, however, created a problem: customers couldn't download music from any Websites except those that contracted with Sony. If we had gone with open technology from the start, I think we probably would have beaten Apple Inc of the US.' He then mentions that Sony has a chance to provide something that Apple can't. Sounds like somebody should inform him of DRM-free iTunes. However when asked about customer confusion over too many open technologies, he claims that the customer will always like choice so the more the better.

    Didn't get published so I thought I'd post it here as evidence that even the music distribution companies are saying, "Why bother with DRM?" Not surprising now that Amazon and iTunes are doing it though. I predict everyone will eventually pull their heads out of their asses, it just will take some longer than others.

    --
    My work here is dung.
    1. Re:Saw It in Music! Coming Soon in Games, E-Books by hansamurai · · Score: 5, Informative

      Brad Wardell of Stardock and Ron Carmel of 2D Boy

      I don't know who that is but a few days ago I...

      Stardock develops non-DRM'd games like Sins of a Solar Empire and now Demigod. They always make a big todo about how there's no DRM and then SecuROM (the DRM guys) get upset that they didn't use their DRM and say they'll download their torrents. Stardock has a Steam-like product called Impulse that many have said is akin to a light form of DRM, but still DRM.

      2D-Boy are the developers of World of Goo, a popular indie game that was once reported to have something like a 90% piracy rate, which was argued by many to be unbelievable, etc. World of Goo has no DRM.

    2. Re:Saw It in Music! Coming Soon in Games, E-Books by samuraiTX · · Score: 1

      I suspect that the argument over DRM will be moot once everything is a direct download and has defacto DRM. Isn't that sort of where things are going? You can't trade your games on Steam or XBLA. Shouldn't this effectively kill off the 2nd hand market unless you sell someone your entire machine or account? But even then what about the IP address? Maybe there is some sweet spot where everything works off a subscription model. This seems to be coming down the pike if services like OnLive actually work. I wouldn't want to pay $60 to play that new Wolverine beat'em up game or even $50 for the PC. But I might pay $40 for 6 hours of diversion and never play it again. There are lots of games that I would never want to own and maybe there will be a time where rental services like Gamefly switch to a digital distribution model that works off subscription.

    3. Re:Saw It in Music! Coming Soon in Games, E-Books by bcrowell · · Score: 1

      To amplify on your point about e-books, this is already happening in the college textbook market. The textbook publishers hate hate hate hate hate the used book market. They try to fight it by bringing out a new edition every three years, but they're still not satisfied. The latest thing they're pushing heavily is digital books that students pay for on a subscription basis. As soon as the student stops paying, he can no longer use the book. This is exactly analogous to the way the slashdot summary describes the game makers as using DRM to try to impede the used game market.

    4. Re:Saw It in Music! Coming Soon in Games, E-Books by Yvan256 · · Score: 1

      I'm happy to report that I'm in the 10% of non-pirated copies of World of Goo, because it has no DRM. Had it had any form of DRM I would only have played the demo.

    5. Re:Saw It in Music! Coming Soon in Games, E-Books by socrplayr813 · · Score: 1

      What's nice about Impulse, though, is that you don't have to run Impulse to play the game. The only time you even have to open it is for the initial install or if you choose to update the game. I've gone months without touching my Impulse install. I even copied SoaSE from my Windows desktop to my Ubuntu partition, then to my laptop without even touching Impulse.. No issues whatsoever.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    6. Re:Saw It in Music! Coming Soon in Games, E-Books by Score+Whore · · Score: 1

      I also purchased the game, but I doubt I'd purchase a future 2D Boy game. Lacking features like volume controls and the ability to skip over their cut-scenes... it just shows a certain lazyness or lack of concern for the overall user experience.

    7. Re:Saw It in Music! Coming Soon in Games, E-Books by _Sprocket_ · · Score: 1

      I'm sad to report I'll be considered among the 90% piracy figure by DRM vendors. It's not that I actually have a copy of World of Goo (well - OK... I probably still have the demo install on my HD still). It's that I haven't purchased a copy of World of Goo. A lost sale is a lost sale and tantamount to thievery.

    8. Re:Saw It in Music! Coming Soon in Games, E-Books by Luyseyal · · Score: 1

      Sins of a Solar Empire

      My son bought a used copy of the game and you can't use it online unless you have the previous account holder deactivated. So, it's not as DRM-free as it might sound.

      -l

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    9. Re:Saw It in Music! Coming Soon in Games, E-Books by stonewallred · · Score: 1

      Lol, there are torrent sites that will allow you to get copies of textbooks for free like beer, or is that free like speech? The pills and everclear are kickin g in right now.

    10. Re:Saw It in Music! Coming Soon in Games, E-Books by spire3661 · · Score: 1

      IM sorry but Sony has years of contrition ahead of it before i can view this statement as anything but lip-service. I really dont think they have ANY idea how badly they destroyed the walkman name.
      A Walkman that played straight MP3s from day one of the MP3 revolution would have set the standard and Sony would have probably dominated. Apple has much to thank Sony for.

      --
      Good-bye
    11. Re:Saw It in Music! Coming Soon in Games, E-Books by space_jake · · Score: 1

      Stardock is a publisher. Demigod is developed by Gas Powered Games and Sins is developed by Ironclad (?) I think.

    12. Re:Saw It in Music! Coming Soon in Games, E-Books by Anonymous Coward · · Score: 0

      2D-Boy are the developers of World of Goo, a popular indie game that was once reported to have something like a 90% piracy rate, which was argued by many to be unbelievable, etc. World of Goo has no DRM.

      I've always wondered how the hell do developers/publishers come up with piracy rates. I mean, really, unless the program attempts to auto-connects to the developers' servers, how the hell would they know? (And thats assuming people's firewalls don't block the software in the first place)

    13. Re:Saw It in Music! Coming Soon in Games, E-Books by khellendros1984 · · Score: 1

      I heard good things, and knew it wasn't DRM'd, so I purchased it as well. It's a kickass game...although occasionally rough around the edges, as stated in Score Whore's comment. If a game's good, I won't refuse to buy it because of tiny annoyances like having to readjust my speaker volume or something.

      --
      It is pitch black. You are likely to be eaten by a grue.
    14. Re:Saw It in Music! Coming Soon in Games, E-Books by catprog · · Score: 1

      They used the number of IP's connecting to their server vs the number of purchased games. (it does connect to there servers)

      --
      My Transformation Website
      Kindle Books http://www.catprog.org/rev
      Interactive CYOA http://www.catprog.org/st
    15. Re:Saw It in Music! Coming Soon in Games, E-Books by mjwx · · Score: 1

      Stardock is a publisher. Demigod is developed by Gas Powered Games and Sins is developed by Ironclad (?) I think.

      Stardock is a developer and publisher.

      Stardock develop several games and applications entirely in house, Galactic Civilisations being the most famous. Stardock did quite a bit of work on Sins with Ironclad, particularly with the AI.

      Demigod on the other hand, was almost entirely developed by GPG.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    16. Re:Saw It in Music! Coming Soon in Games, E-Books by SBFCOblivion · · Score: 1
      I recently purchased Demigod and aside from the look of Impulse I have to say I like it better than Steam.

      Unlike Steam, you do not need to be logged in to Impulse (it doesn't even need to be running) to play your games. You only need to log in to patch games.

      I realize that Steam has an 'offline' mode but I still find it annoying. You have to start up Steam in order to play anything and if your cached creds get bombed you need an internet connection to re-authenticate. Hassle.

    17. Re:Saw It in Music! Coming Soon in Games, E-Books by iainl · · Score: 1

      iTunes is now (at least largely) DRM free, yes. But the combination of being all AAC (which, despite most decent players out there now supporting it, seems to put some people off) and tight application integration with the iPod still means it's off-putting for those who don't want Apple hardware.

      While it's not technically true that Apple _can't_ provide a version of iTunes that integrates well with 3rd-party players, it's highly unlikely to do so. Sony are in a position to make everything work nicely with Microsoft's media player, that supports both their own hardware and that of many other manufacturers.

      --
      "I Know You Are But What Am I?"
    18. Re:Saw It in Music! Coming Soon in Games, E-Books by Sj0 · · Score: 1

      I bought World of Goo for my cousins from the Wii Store. Interesting looking game, but it wasn't really my thing.

      --
      It's been a long time.
    19. Re:Saw It in Music! Coming Soon in Games, E-Books by Ifandbut · · Score: 1

      Stardock has a Steam-like product called Impulse that many have said is akin to a light form of DRM, but still DRM.

      Saying that you have to connect with Impulse to download a patch is like saying you need gas in your car to drive to the library.

      Connecting to a server to download a update IS NOT DRM! You have to be connected to the internet to download a update anyways, so what if you can only get the patch from one website. How many MMOs (besides WoW) let you download a patch from a third party website? Complain about the speed, sure, but I have never had speed problems with Impulse or Steam.

      Also, as a poster below mentioned, you do not need to have Impulse running to run the game (unlike Steam).

  3. first weeks is exclusively "warez" by wjh31 · · Score: 2, Informative

    unfortuantely, they often have -1 weeks of sales when there arent illegal copies circulating. I do sometimes pirate games, but i try to restrain from doing it when the game is young, e.g when a sequal has come out, i consider the original fair game. I know it doesnt really make a difference if i pirate it now or a year down the line, but it sits a bit better with me...

    1. Re:first weeks is exclusively "warez" by T+Murphy · · Score: 2, Interesting

      Pirating the game later has the same effect as buying the game second hand as far as the publisher is concerned, but by pirating it you don't support the second hand market, which benefits the publisher. I might see such practices justified for games that break the second hand market, but if they have no/reasonable DRM, I can't say I entirely agree with you.

    2. Re:first weeks is exclusively "warez" by MindStalker · · Score: 1

      Actually, software that has resale value has a greater initial value (you can sell it for more). Just like with your college books, if you know you are guaranteed a 50% buy back for the new version you won't be so quick to buy the used version for only a small discount. While not as obvious with software, its more obvious with consoles which retain a decent resale value.

    3. Re:first weeks is exclusively "warez" by gnasher719 · · Score: 5, Insightful

      Pirating the game later has the same effect as buying the game second hand as far as the publisher is concerned, but by pirating it you don't support the second hand market, which benefits the publisher. I might see such practices justified for games that break the second hand market, but if they have no/reasonable DRM, I can't say I entirely agree with you.

      I think you've got that backwards. By buying used games (instead of pirating), you give money to people who bought the new game, reducing the effective cost for them, and making it possible for them to buy more new games. Say I have $50 to spend, and used games sell for $25. So I can buy one game for $50, you pirate the same game, that's it. Or I buy a game for $50, three months later you buy it used for $25, I buy another game for $50, three months later you buy it used for $25, so it cost me the same $50, but the manufacturer got $100. So buying used games _does_ support the manufacturer by making new games less costly.

    4. Re:first weeks is exclusively "warez" by lordofthechia · · Score: 4, Insightful

      "same effect as buying the game second hand as far as the publisher is concerned"

      The publishers need to focus on games that have replay value (so more people will want to keep them) and being competitive (adaptive pricing). The reason used video game stores exist is that many people aren't willing to pay $50 to $60 for a new game.

      Now if PC game companies were more aggressive with their pricing then they could compete with the used market. Just look at console games "Greatest Hits", "Players Choice", and "Platinum" titles. If a game has a 2nd hand market, many publishers will re-release the game at $20 to $30, taking the wind out of the 2nd hand market (why pay $17.49 for a used copy of game X when you can get it new for $20!).

      --
      Georgia Tech, the leader in Chia(tm) technology.
    5. Re:first weeks is exclusively "warez" by Anonymous Coward · · Score: 0

      You're missing the part about how buying a used game gives $0 to the manufacturer.
      It gives a _little_ to the person who originally bought the game and a lot the the reseller.

      Most games you'll see for $25 - $30 used .. got the original purchaser who resold it $5 - $10. The rest is profit by Gamestop minus some cost of the space the games take.

    6. Re:first weeks is exclusively "warez" by Nursie · · Score: 1

      Great in theory, but you forget the game-store factor, where they buy them back from people at a ratio of about 6-1, if that.

    7. Re:first weeks is exclusively "warez" by twidarkling · · Score: 2, Insightful

      I wanna know how you're getting 50% back on your used games. Around here, you're getting maybe 10-20 PERCENT back, and they're selling it for maybe 5-10 DOLLARS less than new. Unless you do one of the special deals, where you trade in 4 games, and get the game on special free. Or if it's a big-name game they're really trying to push, they might even make it trade 3 get it free. That's still only a 33% return on your investment, assuming all the games are the same price. And then they turn around and sell it at 80% of it's new price. So they're getting 40% of the price of the game as profit for themselves. Now, for an extra $5, I'd rather support the developer directly, rather than through an intermediary, who might be jacking up the prices on new games, rather than lowering what they're charging on used ones to make them more attractive.

      --
      Canada: The US's more awesome sibling.
    8. Re:first weeks is exclusively "warez" by Anonymous Coward · · Score: 0

      Sadly, they dont' want it to be less costly.

    9. Re:first weeks is exclusively "warez" by brkello · · Score: 1

      Oh god, how such flawed logic can be considered insightful is beyond me. The guy is going to buy games regardless of the used market. You could argue that he couldn't afford to buy games if he didn't sell used, but that is weak at best.

      Look at it from the developer standpoint. A person buys their game for retail price for $50. He sells it used and the developer gets $0. The guy who sold the game then goes and spends that money on another game. Is that game the same developer? Most likely not...and we are already assuming the guy isn't spending that money on something else. So the developer still loses that $50. You may argue that the person wouldn't buy it for $50. True, but there are many who would buy it for full price if they can't get it used. In any case, the developer still does not see any money for that specific product...so you are wrong, it does not support the developer at all.

      You live in some sort of weird world where all manufactured games are owned by the same company. That's not true and let's pray it will never be that way.

      --
      Support a great indie game: http://www.abaddon360.com
    10. Re:first weeks is exclusively "warez" by Alef · · Score: 1

      Say I have $50 to spend, and used games sell for $25. So I can buy one game for $50, you pirate the same game, that's it. Or I buy a game for $50, three months later you buy it used for $25, I buy another game for $50, three months later you buy it used for $25, so it cost me the same $50, but the manufacturer got $100.

      Er... no. Alternative A is: You buy one game for $50. I pirate the same game (copying yours, perhaps). I have $50 left. I buy another game for $50. The publisher still got $100.

      The only thing that matters is the total amount of dollars you and me combined are willing to spend on games. Any transactions between us are irrelevant. Non-authorized duplication won't somehow drain money from the system.

    11. Re:first weeks is exclusively "warez" by ninjackn · · Score: 1

      There's so many thing wrong with what you're saying.

      Used games give EXACTLY $0 to the manufacturer.

      Used games almost never get you 50% returns on the sale.

      Used game sales does NOT give you money to spend on a new game from the manufacturer, it just gives you money to spend. That money may or may not find it's way to the manufacturer.

      If you wanted that 3rd new game bad enough you would have spent the $50 regardless of selling the 2 used video games.

      The person who bought the 2 used games could have bought a new game or even 2 new games.


      Most of the time the people pirating are aware of what they are doing, getting the game without giving money to the manufacturer for it. People who buy used games don't necessarily realize that they're doing the same thing.

      All this used game mumbo jumbo sounds awfully close the the parable of the broken glass.

      --
      [FUCK BETA 2.6.2014]
    12. Re:first weeks is exclusively "warez" by Anonymous Coward · · Score: 0

      I wanna know how you're getting 50% back on your used games.

      He's able to get that because he pulled the numbers out of his ass to illustrate his example, and not necessarily because they're real.

      The values of 25/50/100 are to make the math easy.

    13. Re:first weeks is exclusively "warez" by Anonymous Coward · · Score: 0

      Use Craigslist instead of Gamestop.

      You get more for your old games, the other party pays less for them and neither of you support that ridiculous chain.

      It's not a perfect solution if you live in a small town. But for everyone else, it's a better deal all around.

    14. Re:first weeks is exclusively "warez" by geekoid · · Score: 1

      "The guy is going to buy games regardless of the used market."
      No, not true at all. I don't buy ANY PC game for full price. There generally not worth it to me.
      I'll wait for a sale, or buy it second hand.
      That's the market. If no one is paying full price for an object, then it isn't worth the full price. If an industry can't handle changing the price, then it goes away. Also, the people are getting paid too much if they can't sell it for more then they pay people.

      "He sells it used and the developer gets $0. "

      So? That copy doesn't belong to the developer any more.

      "Most likely not.."
      Not that one time, but generally it will be from the same pool of developers, and certianly from the same industry.

      ".and we are already assuming the guy isn't spending that money on something else"

      A safe assumption in this context. Very few people only buy 1 game, ever.

      "So the developer still loses that $50"
      SO now choosing not to buy a game is considered a loss for developers?

      "True, but there are many who would buy it for full price if they can't get it used. "
      So?

      Nothing you said points to a flaw in the argument you replied to. Don't whine about logical fallacy while posting your own and not bothering with a logical rebut to the original argument.

      None has any right to tell me whether or not I can resell something I bought.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    15. Re:first weeks is exclusively "warez" by Anonymous Coward · · Score: 0

      why pay $17.49 for a used copy of game X when you can get it new for $20!

      To save $2.50

    16. Re:first weeks is exclusively "warez" by VGPowerlord · · Score: 1

      And possibly get a game that's scuffed, scratched, dented, missing manuals (and/or other special stuff in the box)?

      I'd rather pay the extra $2.50 for a known good copy.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    17. Re:first weeks is exclusively "warez" by spire3661 · · Score: 1

      You missed his point.

      In general, when people sell used games ( and im not talking about Gamestop, buy used from Amazon etc.) they use that money to turn around and usually buy a new game. The early adopter is subsidizing his need to have it now buy selling the item later for a reduced price. If he didnt sell the game later, he would have less purchasing power to buy the newest games.

      This is a valid economy and needs to be protected. The bare truth is that second hand games DO PUT MONEY IN PUBLISHERS POCKETS.

      --
      Good-bye
    18. Re:first weeks is exclusively "warez" by QuestionsNotAnswers · · Score: 1

      The reason used video game stores exist is that many people aren't willing to pay $50 to $60 for a new game.

      The reason games cost $50 to $60 is because people *are* willing to pay that much for a game.

      In micro-economics, if the maximum price you are willing to pay is $30 for a game, then the game publisher would like to sell it to you at your maximum price (given that the marginal cost to make, sell and support the game is less than $30) . The used game market exists because game publishers have trouble implementing price discrimination. This 2003 article about adaptive pricing gives some good examples of why it is difficult to implement price discrimination.

      Now if PC game companies were more aggressive with their pricing then they could compete with the used market.

      Game companies could compete - but could they do so profitably?

      1. Game companies reduce their price to the point they are "competing" with second hand dealers.
      2. i.e. second hand dealers stop trading because their overheads leave them without enough profit.
      3. Game companies have approximately same overheads, but they also have high dev costs and risks.
      4. Where is the profit?
      --
      Happy moony
    19. Re:first weeks is exclusively "warez" by Sj0 · · Score: 1

      It's a bit of a troublesome bit of ethics there.

      EA doesn't give a fuck about their customers. They'll take away our new game because we installed windows one too many times. Why should we give a fuck that they're not making money off of our legitimate purchase? For that matter, why should I give a fuck that Ford isn't making any money off of the 25 year old truck I bought used?

      --
      It's been a long time.
  4. Just an thought. by Capt.DrumkenBum · · Score: 0

    IANAL, Thank $DEIETY!
    But I believe most places if you can be shown to be not defending your copyright, that you can loose it. Putting DRM would seem to me to be showing that you are trying to defend your Copyright.

    --
    If I were God, wouldn't I protect my churches from acts of me?
    1. Re:Just an thought. by Anonymous Coward · · Score: 3, Informative

      I'm no lawyer either, but I believe that only applies to trademarks, not copyrights.

    2. Re:Just an thought. by Anonymous Coward · · Score: 0

      I think you have Copyright confused with Trademarks. It used to be that you would lose Copyright by failing to register or renew but that is no longer the case.

    3. Re:Just an thought. by TinBromide · · Score: 4, Informative

      You're thinking of trademarks. You have to defend trademarks or you lose it. Copyright is yours to enforce at any time unless you give it away.

      They're defending thier IP in the eyes of the shareholders. Every public company has an obligation to its shareholders, if the current command structure lets pirated copies leak out from every hole, the shareholders might get new company leaders.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    4. Re:Just an thought. by raddan · · Score: 2, Insightful

      It's not copyright-- you are granted a copyright automatically under US law. I believe you are thinking of trademarks, which have nothing to do with DRM.

      As someone who is involved with having to decide whether DRM goes into our products or not (I work for a book publisher), I can tell you that we are most certainly aware that DRM does not 'work'. We are under no illusions that it is tamperproof. However, we are also aware that DRM can make something 'hard enough' to copy that only really motivated people will bother-- the rest will just say, "heck, I'll just pay for this thing." Our financial people claim that they can show this is indeed the case. We are, of course, looking into alternatives, like the Books24x7-type solution which is DRM-free, but which is also a total PITA to copy.

      I strongly advocate copyleft, so my role is occasionally difficult. But in the end, my company signs the paychecks, so my responsibility is to them. At the very least, it forces me to see the issue from both sides. A _lot_ of money goes into developing and printing books, so you really don't want to see that go down the drain.

    5. Re:Just an thought. by cayenne8 · · Score: 1
      "But I believe most places if you can be shown to be not defending your copyright, that you can lose it. "

      There...fixed that for ya.

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    6. Re:Just an thought. by KDR_11k · · Score: 1

      However, we are also aware that DRM can make something 'hard enough' to copy that only really motivated people will bother-- the rest will just say, "heck, I'll just pay for this thing."

      The problem there is that the hard part gets done by dedicated crackers, the average user just throws the torrent into his downloader and uses it with no thought spent on how the protection was broken.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Just an thought. by bzipitidoo · · Score: 1

      Are your employers thinking long term? The question should not be whether to use DRM, but what to use instead of copyright. One possibility is, in a word, patronage. Work towards setting up some kind of system based on public and/or private patronage.

      I really don't see how copyright can function any more. Copyright only somewhat works now by the grace and mercy of popular opinion. People believe it is unfair that creators do not enjoy the fruits of their labors, but the means and details of compensation and usage is all in confusion. Technology will continue to make it ever easier to not even notice copyright. What will book publishers do when means of scanning and digitizing the contents of entire books in minutes becomes cheaply available? Google is doing that sort of thing right now, it's only a matter of time before anyone will be able to do that, or no one will need to do that because everything will be digitized already. Once in digital form, of course, the contents can be spread all over the world in hours or minutes. Law and custom are very badly behind on this, and desperately need updating.

      The popular sympathy for copyright rapidly wears thin when so-called agents of the artists are doing everything they can to screw the public. People see that copyright has been co-opted from being an artist's means of livelihood to the cash cows of large organizations intent on bending laws to serve them at everyone else's expense. The haggling over what constitutes a "product", prices, what uses are fair, and other restrictions is fraught with transparently insincere dealing that doesn't fool anyone for long. Those who think we are too stupid to have some idea how much we are being ripped off, are fools. If they think we don't understand how technology has cut distribution costs to nearly nothing, and think they can pocket all those savings themselves while passing none of that on to consumers, they're dreaming.

      But distribution costs are only the littlest facet. Of far more import is this notion of "ownership" of ideas. Someone has to own it? No! Do they think we don't have some idea how much advancement and culture is being held back by these burdensome tolls on our very thoughts? Why can't a rival band whip out a version of another band's song? The arguing over what that is really worth, the legal necessity of getting "permission", coupled with the default position of denial, ensures that it won't happen. What if someone thought a story could be improved? Not that he'd want to, but if Stephen King felt like redoing the Lord of the Rings, or Spielberg felt that Jackson's movie version was crummy and he could do better, shouldn't they be allowed to, without the tedious negotiation and permission seeking the law currently requires? Of course such attempts usually turn out awful (Sword of Shannara, and Iron Tower trilogy anyone?), but still, let them try. Can't little kids do their own versions of Star Wars and post that on You Tube without fear of being sued?

      --
      Intellectual Property is a monopolistic, selfish, and defective concept. It is "tyranny over the mind of man"
    8. Re:Just an thought. by omega_dk · · Score: 1
      Of course, the counter argument is that by selling DRM'd copies, you are limiting yourself to those who not only have a device that is capable of using the DRM, but also don't mind only using it on $X devices or logging onto a server first or whatever, whereas by releasing it DRM-free you just make people give you money and provide them a service.

      It's entirely reasonable that more people will buy a copy of a book that they'd be able to, I dunno, email to a laptop to read on vacation without carrying around an e-book reader, or send it to work, or any number of other legitimate uses for a book that are generally disallowed by DRM.

      --
      Just because you don't like the truth, does not make it false.
    9. Re:Just an thought. by geekoid · · Score: 1

      Yes, and it's obligation to it's shareholders is only what is in its mission statement. Shareholders would do well to remember that tidbit.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  5. DRM for DVD is bad... DRM from network is evil. by Anonymous Coward · · Score: 1, Interesting

    Stardock can claim all they want against DRM. Their own "online" registration of game architecture, remove the first sale law for every American.

    You can't sell a Stardock game because it is tie to your account, and tie to your PC.

    Want to install the game on your girl friend PC? On your children PC? Yep... install it, but you will not get update of your game. So,... they simply release buggy version that need update and user tie with their new DRM network solution.

    BRAD, STOP claiming you are on the good guy side, when you simply remove the restrictions from DRM on the DVD and put the same restrictions, over your network.

    1. Re:DRM for DVD is bad... DRM from network is evil. by Anonymous Coward · · Score: 3, Informative

      Uh, no it's not. Your account, yes. Your PC, no. You can only play online with the same copy from one place at any one time, but it's by no means locked to your PC.

      Also, insert generic Slashdot joke re: girlfriends/children #46 here.

    2. Re:DRM for DVD is bad... DRM from network is evil. by Tridus · · Score: 4, Informative

      I've got Stardock games on multiple computers right now, all at the current version, quite easily. I'm not really sure what you're talking about. Hell, the EULA explicitly says you can have it on more then one computer at once (two in Demigod's case).

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    3. Re:DRM for DVD is bad... DRM from network is evil. by Anonymous Coward · · Score: 2, Informative

      Not only that, but me and my friends have observed that they really don't care how many people are playing simultaneously. One of my friends purchased Demigod, we all installed it from his account, and we've all been playing it on LAN/online with no problems.

    4. Re:DRM for DVD is bad... DRM from network is evil. by RKThoadan · · Score: 3, Informative

      In addition to the above comments noting that it is just tied to your account, not your PC, note that the GOO system allows you to deactivate a game on your account and transfer it to another. 1 minute spent googling "transfer stardock games" would have found this out for you. Try doing a little research next time your tempted to make assumptions about how something works that you have no knowledge of.

    5. Re:DRM for DVD is bad... DRM from network is evil. by lagfest · · Score: 1

      Want to install the game on your girl friend PC? On your children PC? Yep... install it, but you will not get update of your game. So,... they simply release buggy version that need update and user tie with their new DRM network solution.

      While each install counts as an activation, you can do this without any problems.

      One time network registrations are a lot better than rootkits, dvds that only work in 50% of drives and swapping discs every time you need to play a game.

    6. Re:DRM for DVD is bad... DRM from network is evil. by FredFredrickson · · Score: 1

      This must be intentional. We purchased a single copy of Sins of a Solar Empire, and I believe the manual states you can install, legally, on a few computers. With no valid single player mode- it's the only way to play.

      I'm more inclined to purchase more titles when the creator is honest like that. Unfortunately, sins games take for F'n EVER, and as fun as it is- we only fire up a game one in a while- when we have a solid afternoon + evening to invest.

      --
      Belief? Hope? Preference?The Existential Vortex
    7. Re:DRM for DVD is bad... DRM from network is evil. by harl · · Score: 1

      I confirm this. I read it in an interview. They want you to play with your friends. Your friends like it and talk about it. It generates more sales.

      --
      I find being offended by me offensive.
    8. Re:DRM for DVD is bad... DRM from network is evil. by Anonymous Coward · · Score: 0

      does Demigod even use this goo system?

      I haven't seen any discussion about how to remove demigod from your impulse account....

    9. Re:DRM for DVD is bad... DRM from network is evil. by mjwx · · Score: 1

      If you replace "stardock" with "steam" then your rant has a point. With a little forethought its easy to work around the "tied to account" part with Impulse, just use an individual account for each game, seeing as you dont need to open Impulse each time you play the game you'll only need to change the account to get updates.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    10. Re:DRM for DVD is bad... DRM from network is evil. by dupont54 · · Score: 1

      The problem with network DRM is that each time you install the game, or the DRM detects your configuration has changed, you have to ask permission to a server you have no control on. And the server can deny you further authorizations for any reason. It could be an install limit or any future restrictive rule(like how Steam retoactively implemented region-locking).
      With Stardock, the games are indeed tied with the PC: it is just less obvious because their activation servers have, for now, more lenient rules, and authorize many activations before raising a red flag leading to a key ban.

    11. Re:DRM for DVD is bad... DRM from network is evil. by dupont54 · · Score: 1

      There is no such thing as a one-time network activation.
      Try to move the game from on PC to another without Internet connection, and you will see an activation request. Why? Because the authorization token in indeed tied to the PC.
      Otherwise, it would just be a watermark and completly useless to fight piracy.

    12. Re:DRM for DVD is bad... DRM from network is evil. by mjwx · · Score: 1

      The problem with network DRM is that each time you install the game, or the DRM detects your configuration has changed, you have to ask permission to a server you have no control on. And the server can deny you further authorizations for any reason. It could be an install limit or any future restrictive rule(like how Steam retoactively implemented region-locking).
      With Stardock, the games are indeed tied with the PC: it is just less obvious because their activation servers have, for now, more lenient rules, and authorize many activations before raising a red flag leading to a key ban.

      In that case it works terribly, I've moved Gal Civ 2 between my laptop and desktop (Intel to AMD, is that enough of a configuration change), I don't re-install Gal Civ when I re-install windows, seeing as it doesn't get updated any more I just create a shortcut. Sins constantly fails activation but the game still updates and plays (emailed stardock support, they said the server was under load and not to worry about it).

      Have you even used the products in question? Or are you just trying to find fault in one of the few game companies trying to do the right thing.

      Stardock and Wardell know full well that artificial restrictions don't work, they cant stop piracy so they don't even try. I've found activation very very easy to get around, updates on the other hand, not so.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    13. Re:DRM for DVD is bad... DRM from network is evil. by dupont54 · · Score: 1

      2 possibilities:
      - if your computer is connected to the Internet, as your serial is stored somewhere in the config files, the activation takes place in the background. You don't see it, but it still there and the authorization key refreshed.
      - Stardock also usually release the first versions of their products DRM-free or with an optional activation (which is great). And it's only after a certain patch level or extra content is applied that activation becomes mandatory.
      Unfortunately, like any DRM vendor, they are not very precise with how their product works. The most complete info I found was here.

    14. Re:DRM for DVD is bad... DRM from network is evil. by Risen888 · · Score: 1

      Their own "online" registration of game architecture, remove the first sale law for every American.

      You should look shit up before you start running your mouth. Let's learn, shall we?

      From ye old Wikipedia:

      The first-sale doctrine is a limitation on copyright that was recognized by the U.S. Supreme Court in 1908 and subsequently codified in the Copyright Act of 1976, 17 U.S.C. Â 109. The doctrine allows the purchaser to transfer (i.e., sell or give away) a particular lawfully made copy of the copyrighted work without permission once it has been obtained. This means that the copyright holder's rights to control the change of ownership of a particular copy end once that copy is sold, as long as no additional copies are made.

      So there you have some legal rights. So as long as Stardock doesn't try to sue you or file criminal charges against you for trying to resell the game, first sale doctrine is satisfied. You have the legal right to sell the game.

      What they are not obligated to do is make it easy, profitable, or desirable for you to do so.

      That said, I'm as staunchly anti-DRM as anyone you'll ever meet. I think it's stupid business and I refuse to play ball with companies that treat their customers like that. But idiots like you are the reason people like me don't get taken seriously. So STFU.

      --
      Hey, I finally got my first freak! Took you long enough!
    15. Re:DRM for DVD is bad... DRM from network is evil. by mjwx · · Score: 1

      2 possibilities: - if your computer is connected to the Internet, as your serial is stored somewhere in the config files, the activation takes place in the background. You don't see it, but it still there and the authorization key refreshed.

      my laptop wasn't connected at the time of installation but eventually it was. Further more I use Subelt (formerly Kerio) Personal Firewall which specifically asks for permission before any program access the internet, even Firefox and IE cant access access the internet until I click "allow". Stardocks activation doesn't take place in the background, it isn't an omnipresent service, its a specific .exe called by Impluse. The Sig.bin file already showed as "activated" when I copied it and didn't seem to mind the transfer to new HW. Another feature of Sunbelt Personal Firewall is that it tells me when a program is starting another program, for example when the old Stardock Central called up activation.exe it would ask me if I wanted to allow StardockCentral.exe to launch activation.exe, I received no such warning.

      Theory 1 shot down in flames.

      - Stardock also usually release the first versions of their products DRM-free or with an optional activation (which is great). And it's only after a certain patch level or extra content is applied that activation becomes mandatory.

      I do purchase the disk versions of their products (as I do with all my games) so it will run without impulse even being installed. As for getting updates, that is what Stardock make you register for, not to play the game but to get the updates and if you're familiar with Stardock (by your posts you clearly arent) updates for Stardock games are what EA and other major publishers call expansion packs. Activation is required for updates and authentication for downloading software from Stardocks servers, not for playing or installing. Theory 2 also shot down.

      Unfortunately, like any DRM vendor, they are not very precise with how their product works. The most complete info I found was here.

      Well you clearly didn't read it because it lead here

      Quoteth

      Activation limits

      Bluntly: If we find 42 activation attempts from 29 different IP addresses and emails in the course of an evening, it's fraud. We are users of our own software too. We've added a level of protection that we, as users, are comfortable working with.

      Quoteth a bit further down

      What if my computer is stolen?

      Bluntly: If we find 42 activation attempts from 29 different IP addresses and emails in the course of an evening, it's fraud.

      Enter your email address in the form at http://www.stardock.com/support to have the latest download link and serial number for your account resent.

      This explains pretty clearly what Stardock are using impulse activation for. Stardock are not counting total number of activations in so far, they are counting total number of activations against different IP addresses in a set period of time. They've also provided a method of recovery for their legitimate customers.

      I also like the part where they call it "fraud" and not "theft" because from a legal standpoint copyright infringement is fraud not theft, but if the studio's used the fraud argument then the fraud they participate in will be forced into the light.

      Wardell has openly said that when the activation servers are turned off they will release a patch that is independent of Impulse. Although I think this should be requirement mandated into law.

      Possiblilty 3
      - Stardock are not actually doing evil.

      You must of forgot to type this one.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  6. Encourage piracy? by Leviance · · Score: 5, Insightful

    So, the purpose is not to prevent piracy, but to prevent multiple legal resales of games ... which would only result in further illegal piracy. Sounds like a winning argument to me...

    1. Re:Encourage piracy? by TinBromide · · Score: 2, Interesting

      Sort of, if I download a game via bittorrent, the publisher gets nothing. If I buy a used game via gamestop, the publisher gets the exact same amount, only gamestop gets more money to operate and sell used console games.

      Used console games are where the real heartache is. I'm not aware of a way to play pirated xbox360 games or ps3 games in a way that doesn't void the warranty (very important with the RROD floating around) or online play. That being said, if I have the choice between paying 35 for a new copy, or 20 for a used copy (with cd-inspection, or course), guess which I'm going to pick? Or even better, if I have the choice between the inflated $60 or a discounted (with membership card) 45 for a 3 day old game that someone bought and then sold back after beating, which do you think I'll pic?

      Granted I haven't bought a game form eb or gamestop in over a year, but for average joe halo, the choice is just as clear.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    2. Re:Encourage piracy? by sirambrose · · Score: 1

      If I understood correctly, drm is to prevent everyone from copying the game and then immediately selling it back to the game store. If everyone did this then each store would only buy a handfull of copies of the game from the publisher and repeatedly resell the few copies they bought. For example, a store might buy 20 copies from the distributer and then buy them back and resell each copy 10 times each in the first week. While this is legitimate if the game is unplayable, it isn't legitimate if all 200 customers kept a copy and are still playing it. The publishers hope that drm prevents customers from copying the game and selling it back to the store until after initial rush of sales ends and they have hopefully made a profit on the game.

    3. Re:Encourage piracy? by Anonymous Coward · · Score: 0

      The guy who bought the game for $60, then sold it back after three days for $15, was able to put that money towards his next game. If the secondary market wasn't available, he wouldn't be able to buy as many new games, and the publishers wouldn't get as much of his money.

    4. Re:Encourage piracy? by TinBromide · · Score: 1

      The guy who bought the game for $60, then sold it back after three days for $15, was able to put that money towards his next game. If the secondary market wasn't available, he wouldn't be able to buy as many new games, and the publishers wouldn't get as much of his money.

      true, but from a publisher's standpoint, if I do not have the option to buy a used game, my new purchase + his new purchase = $120 in sales. With me buying his used copy, his purchase + the $15 towards the next game = $60 with an optional $15 that may or may not go towards the next game put out by that publisher. So the result of that secondary game market is only netting a potential $75. That's a $45 dollar loss in their eyes due to gamestop. Whats to say he doesn't lose his job and have to cut back on spending? That $15 goes towards food or rent or gas, not their next game.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    5. Re:Encourage piracy? by harl · · Score: 1

      Major logic flaw there buddy. Used sales and piracy are not lost sales.

      What happens if I only have $30. I can only afford the game used. Then the publisher is completely out the second sale. They only make $60 instead of the $120 you mention.

      In addition the first sale person buys less games because he can't resell them and put the cash toward more new games.

      --
      I find being offended by me offensive.
    6. Re:Encourage piracy? by TinBromide · · Score: 1

      You too, make a flawed assumption. You assume that the publishers are more interested in netting the budget gamers than the middle class 18-35 male demographic with lots of disposable income.

      I don't know about you, but the people I know (adult gamers, the core group that most fps and such are amed at, aged 18-35 or so) have the cash to buy new, used, or whatever, they just choose the more economical path. Piracy is not a lost sale, but used ones are. All you have to do is look at any middle class adult gamer's shelf to see a wide assortment of games, some of them used. Those used sales are lost sales, they're not going to rebuy them new, but they would have waited until the new cost was what they paid used for (20 used after a year or 20 new after two, they'll wait). They could also afford the additional 10-15 for new, but why? That's a 12 pack of beer.

      The demographic with all three consoles, a large screen tv, and buy a few games a month all have the cash for full price new games, otherwise they'd be spending it on food, gas, beer, or not buying as many games.

      While a lot of gamers are on an allowance or only have a certain amount of money, game publishers view games as a luxury item that people spend their disposable income on. This is where the majority of sales come from, which is why games are developed with that core 18-35 male demographic in mind, they're the ones disposing of income.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    7. Re:Encourage piracy? by KDR_11k · · Score: 1

      The other guy may have considered the likely resale value as part of the game's value at the purchase time and wouldn't have accepted the same price without that option. I think the perception of price grows overlinearly so the option to sell back lowers the purchase resistance more than the price and the person may be more willing to buy additional games even though he spends more money as the result.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Encourage piracy? by TinBromide · · Score: 1

      I personally think that the publisher doesn't really care about all of the arguments for a secondary market, all they're seeing is "Hey, people with lots of disposable income are buying our luxury items, but we're not getting as much money because they're getting full enjoyment out of it then shifting it over to other guys with no cash coming to us! In fact, a whole industry has sprung up around multiple-reuse of our one-time-use products!"

      They killed the secondary pc market, its by and large, dead, so they're focusing on the console market. I think they'd have more sales if they lowered prices back down to $50 and made better multi-player or released new levels for free every few months, but the big companies are taking the "easy" way out and attempting to screw the consumer rather than make more compelling reasons to buy and keep new games.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    9. Re:Encourage piracy? by harl · · Score: 1

      You too, make a flawed assumption. A used sale is not a lost sale.

      Just because everyone you know can buy anything they want means anyone can?

      --
      I find being offended by me offensive.
    10. Re:Encourage piracy? by Wildclaw · · Score: 1

      "If the secondary market wasn't available, he wouldn't be able to buy as many new games"

      But the money others put towards buying on the secondary market would move into the primary market instead. The total distribution would be less, but it could be more profitable for publishers.

      In fact, there is a good chance that used sales is worse than piracy for publishers. Atleast with piracy, the pirate will still have 100% of his money left to spend on other games. However, with used games sales, a decent portion disappears into the used sales business on every transaction. That is money the publisher will never see.

      Of course, arguing about what is best for publishers is not really productive, unless you are a publisher. Otherwise, you have to look at the whole picture. Copyright has a huge negative influence on the spread of information. And the more control publishers can get, the worse the negative influence on the spread gets.

    11. Re:Encourage piracy? by stonewallred · · Score: 1

      The new level for free every couple of months sounds good, but then people like me would wait until several levels had been released before we bought the game, which would spread the income over tiem, and in the case of games, that spread of time equals less income due to lack of interest that could accumulate if it was spent at point (a) on a calendar instead of (a) + 3 or 4.

    12. Re:Encourage piracy? by Endo13 · · Score: 1

      You too, make a flawed assumption. A used sale is not a lost sale.

      No, it's you that's making the flawed assumption. You're wrongly assuming that you get a significant discount buying a used game instead of new at Gamestop. The discount is a measly 10%.

      Instead of buying that Xbox game for $60 new, you can get it for $54 used. Or that DS game goes used for $27 instead of $30. If you can afford $54 to buy the game used, you definitely afford the $60 to buy it new as well. (If your money really is so tight that the extra $6 is going to break you, you really can't afford the game used either.) We're not talking used discounts on the scale of what you might get for a used car. The reason is obvious - the used game works just as well and can theoretically last just as long as the new one right beside it. The only "lost value" is the package and the owner's manual. Big loss.

      So yes, it's quite valid to assume that a used game sale at Gamestop = lost new sale.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    13. Re:Encourage piracy? by Pentium100 · · Score: 1

      I'm not aware of a way to play pirated xbox360 games or ps3 games in a way that doesn't void the warranty (very important with the RROD floating around) or online play.

      Well, I don't have a console, but I helped my friend once to mod his xbox360 (I have a computer with a specific SATA chipset that the software needed to flash the DVDROM drive). I told him that this would void the warranty, he said that if he downloaded about 10 games instead of buying, he would save enough money for another xbox360 if this one broke.

      If a game costs $35 and you downloaded 10 games, that means you saved $350 - probably worth the risk.

    14. Re:Encourage piracy? by harl · · Score: 1

      No, it's you that's making the flawed assumption. Please show me where I mention Gamestop.

      There are 4 stores that I know of in my town that offer better prices, both buy and sell, than Gamestop.

      --
      I find being offended by me offensive.
    15. Re:Encourage piracy? by Endo13 · · Score: 1

      The whole discussion has been about Gamestop, because that's the only option to buy/sell used games for most people. The only flawed assumption I made was that you weren't posting offtopic. Apparently you were.

      But thanks for explaining why everything you posted here is completely irrelevant for most people.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    16. Re:Encourage piracy? by harl · · Score: 1

      Nice. Devolving to insult rather than address the issue.

      Used sales are not lost sales. To suggest otherwise is to claim psychic ability.

      As I mentioned before. Some people can't afford games at $60. Some people refuse to buy games at $60. Some games aren't available anymore and can only be purchased used.

      If you can provide some sort of proof of your psychic ability, game scores or lottery numbers posted publicly ahead of time, I'll agree that all used purchases are people who are only trying to screw the game industry rather than people who enjoy games and buy them in the manner that let's them and others buy more.

      --
      I find being offended by me offensive.
    17. Re:Encourage piracy? by TinBromide · · Score: 1

      true, but that would spread the demand out, and there are games that sell for higher prices because of continued demand. I think that once games stop selling, the price drops. For instance, I bought battlefield 2 for the pc for $50 2 years after it came out, not because i was silly, but because i wanted to play and that's what it cost everywhere that week (lan party that weekend). Battlefield 2 continued to sell well enough that they charged $30 right at the point where they released bf2142 which killed both games. Your scenario would boost prices if the game continued to sell briskly (i.e. at a steady rate) over time rather than a sharp decline right after retail.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
  7. Used PC games at gamestop? by nizo · · Score: 1

    I don't think I have ever seen used PC games at a Gamestop; they have only sold new versions since I have been shopping there anyway (since around 2000 or so).

    1. Re:Used PC games at gamestop? by Anonymous Coward · · Score: 0

      used sales doesn't make great sense either since their is the possibility somebody kept the cd-key making online play for the used copy useless (at least for stores like gamestop).

      person to person sales are a bit of a different story where i see people selling the cd-key themselves. drm depending on the type would definitely interfere with this.

    2. Re:Used PC games at gamestop? by Orion+Blastar · · Score: 1

      The only sell new PC Games at my local Gamestops. Used Console Games, but not Used PC Games.

      Maybe the original article was talking about people pirating the Console Games and then selling them back to Gamestop so they can be sold used? Console games lack serial keys and etc, but can be resold, and have DRM built into the game console and DVD disk. But if someone buys a Mod-Chip they can play the copied DVD-R disks for free that are copies of the Console Game and the Mod-Chip bypasses the DRM.

      Some Mod-Chips even plug into USB slots so you don't have to hack your console.

      --
      Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    3. Re:Used PC games at gamestop? by stonewallred · · Score: 1

      I ahve bought some there, but it has been a few years, probably 4 or 5 at least. I remember buying A Knights Tale used, and feeling as though I had been fucked in the ass because it sucked.

    4. Re:Used PC games at gamestop? by stonewallred · · Score: 1

      Where, link or citation please. USB mod chips sound like a frickin wet dream.

    5. Re:Used PC games at gamestop? by archammer2 · · Score: 1

      You won't. Gamestop doesn't take used PC games... Which doesn't surpise me since a good deal of the PC games I've had over the years had a CD key or some other form of "copy protection" or "DRM", etc.

      Still, the point remains that {Big Game Co.} wouldn't want me to sell my copy of {Hit Game} to my friend for less than retail value when they're still selling it.

  8. Here's why: by Bellegante · · Score: 1

    They don't want to just make a modest profit, they want to be gaming superstars.

    Piracy is better the smaller a company you are, to a point. It is advertising, and it can get you more publicity. But to go from the game that sells 10,000 copies to the one that sells ten million, and continues selling for years after being produced, companies feel they need a way to force people to buy. One in every (gamer) household!

    Just like the founding fathers wanted!

  9. Play at your friend's house? Sell a game? Nope. by Gizzmonic · · Score: 5, Funny

    DRM doesn't bother me nearly as much as stuff like Steam and the death of the second hand market. Can you imagine how difficult it will be to bring a game to your friends' house to play?

    "Hey, Ron, it's Steve. Since we're going to hang out tomorrow, I suggest you start downloading Butt Zappers 2 now. It should take up about 20 GB of your hard drive space."

    "OK, what's your Live username and password?"

    "It's XXXXXX and XXXXX. My credit card's on that account, don't use it to download a bunch of games like you did last time, okay bro?"

    "Sure dude, but what if this puts me up over my bandwidth cap, you'll pay me back, right?"

    "I guess."

    "Wait a minute, I don't have any room on my hard drive left."

    "So, just delete some of your old stuff. You can always download it later."

    "Are you gonna pay for me to download all that stuff too?"

    "Dude, I knew we should have gotten Playstation, Sony made a deal with Comcast and PSN downloads don't count against the cap."

    "Yeah, and maybe we'd actually be able to download it. Looks like the Butt Zappers server is slammed right now."

    Honestly, if they try to foist that stuff on us, I'll just stick with the old, disc-based systems.

    --
    (-1, Raw and Uncut is the only way to read)
  10. Property or not? by causality · · Score: 4, Insightful

    Publishers aren't stupid. They know that DRM doesn't work against piracy,' Carmel explains. 'What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets. If DRM permits only a few installs, that minimizes the number of times a game can be resold.

    This struck me as a hypocritical position on the part of those game publishers. Either IP is property or it is not. If it is property, then there should be no restrictions allowed on whether or how frequently it can be resold (i.e. no one tries to stop you from reselling your car or your house). If it is not property, then there should be no artificial scarcity surrounding it which would also make this or any other DRM an inappropriate practice.

    It should be obvious that what they seem to want is a level of control that is unavailable to the manufacturers of any other sort of good or service. It's surprising that anyone takes them seriously. Much lively debate occurs on the fine nuances of copyright law while missing the point that what they want is to be singularly special, to wield powers unavailable to other industries. That's known as the inability to see the forest for all the trees. That's why I think it's a phony debate, just like most media discourse surrounding what should be regarded as power grabs. They are aiming at an unreasonable amount of control over the marketplace in the name of copyright.

    --
    It is a miracle that curiosity survives formal education. - Einstein
    1. Re:Property or not? by davidwr · · Score: 1

      Owning "Intellectual property" is more like owning an apartment complex with an infinite number of units.

      You can buy and sell the hotel in toto, just like you can buy and sell the copyright itself.

      Assuming subletting is allowed, you can issue perpetual leases to as few or as many rooms as you like, creating a scarcity or not as you see fit, just as you can publish as few or as many copies of a book as you want.

      The analogy breaks down in that most land is leased for a specific term, and most intellectual property that is delivered on a physical media has a perpetual license.

      --
      Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
    2. Re:Property or not? by _Sprocket_ · · Score: 1

      The analogy breaks down in that most land is leased for a specific term, and most intellectual property that is delivered on a physical media has a perpetual license.

      I would argue that the analogy breaks down because the concept itself is flawed. :P

    3. Re:Property or not? by brkello · · Score: 1

      You are ignoring the reality of the situation. If I make a car, I take in to account all the materials, labor, distribution, and advertising to come up with the price of the car. When the car is sold, I do not have the car any more but I have made money from the sale that covers the cost.

      Software on the other hand takes a lot of money to make, but I can make unlimited copies of it. The problem is, so can other people. If there were no restrictions, then most software wouldn't exist because there is no way to make a profit on it.

      As soon as you can look at a car and then make a replica of that car with minimal effort and no cost, you will start seeing restrictions on that as well.

      The world isn't as black and white as you want it to be. You fail to be reasonable.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:Property or not? by KDR_11k · · Score: 1

      This struck me as a hypocritical position on the part of those game publishers. Either IP is property or it is not. If it is property, then there should be no restrictions allowed on whether or how frequently it can be resold

      IP can be resold freely but you seem to misunderstand the term. IP refers to the copyright, not the copy. The copy is physical property by default though in some countries EULAs are allowed to mess with that for some reason. Either way nothing requires the physical item to be fit for resale, just that contracts can't prevent you from doing it. When there's a technical lock in addition to the contract I don't think the law objects to that.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Property or not? by causality · · Score: 1

      Software on the other hand takes a lot of money to make, but I can make unlimited copies of it. The problem is, so can other people. If there were no restrictions, then most software wouldn't exist because there is no way to make a profit on it.

      There was art and music before copyright existed. If copyright is abolished, somehow I doubt that those things would cease to exist. Some business models would certainly cease to exist, but that's thoroughly within the realm of "not my problem." That's not intended to say whether I think it should or should not be abolished, but rather, that some perspective is needed. It's simply not the "absolutely essential, how oh how could we carry on without it?" sort of thing that it's often made out to be. It's just one way of doing things out of many possible ways.

      As soon as you can look at a car and then make a replica of that car with minimal effort and no cost, you will start seeing restrictions on that as well.

      Or a new era would dawn on humankind that would make "scarcity" of all goods something that people have to read history books in order to learn about. If that were technically feasible (like if we had something resembling the replicators on Star Trek) then I would call that a worthy goal, certainly worth the demise of business models that it would render obsolete.

      The world isn't as black and white as you want it to be. You fail to be reasonable.

      What I think is unreasonable is the way copyright once represented a balance between the interests of content creators and the interests of society. There is no longer such a balance; it is now grossly favoring content creators at the expense of society. For that reason, people no longer respect it. Right or wrong, this was a predictable outcome.

      I would like for you to elaborate on how I was being unreasonable. My argument sums up to this: "first sale" is a sound doctrine. If I buy a video game, play it for a while, and then sell that video game to somebody else while retaining no copies of it, I have not violated either the spirit of copyright or the letter of copyright. No one has any reason to complain about that situation because no harm was done and no one's rights were infringed in any way. Because this industry thinks it's special, they want to prevent me from doing this by means of DRM. That means they want privileges that are entirely unavailable to any other manufacturer of any other product. I think the burden of proof is on anyone who thinks that this is a good idea.

      Now for some reason you responded to me as though I were rejecting the entire notion of copyright. So you talk about how it would be if automobiles had a model of artificial scarcity instead of their current status of some degree of real scarcity. All I am saying is that if intellectual property is in fact property, complete with some degree of scarcity (artificial though it may be), then there is no reason why private individuals should be prevented from reselling it just like they would any sort of tangible property. If it is not property and the doctrine of first sale should not apply to it, then neither should scarcity. What the media companies seem to want is to have their cake and eat it too and that's wrong. Again I'd love to hear a self-consistent explanation from you that would tell me why this is so unreasonable.

      --
      It is a miracle that curiosity survives formal education. - Einstein
    6. Re:Property or not? by stonewallred · · Score: 1

      In NC you can only sell,IIRC 6 cars a year without a dealers license. Just pointing that out that there are restrictions on selling real, physical touch, see and feel property. Of course you can marry your first cousin in NC, so maybe we are just a little backwards around here.

    7. Re:Property or not? by causality · · Score: 1

      When there's a technical lock in addition to the contract I don't think the law objects to that.

      It is that, and only that, which I intended to address. Though, I don't restrict myself to whether or not the law objects to a thing when I consider whether or not it is the right thing to do. It is for that reason that I spoke of this industry as compared to other industries and the powers they want to enjoy that would be considered unreasonable for other companies in other industries.

      My point is simple. Whether it's called a copyright issue, a market issue, IP, licensing, DRM, or whatever, this is simply a power grab. Companies are trying to exert control over this market when they did not previously have this degree of control and it is not in our interests as customers to go along with that. That is all that I am saying. I think it's a big mistake to worry about fine intricate details if this causes us to ignore what should be universally recognized as an unwarranted power grab. Copyright law and its applications are complex; the concept of whether we should pretend like a power grab is anything other than a power grab is quite simple. Now I've had a few replies that responded to things I was not saying or points I was not making. I'm not trying to be rude but I'm waiting for anyone to respond to what I was actually getting at.

      --
      It is a miracle that curiosity survives formal education. - Einstein
    8. Re:Property or not? by Deliveranc3 · · Score: 1

      True and Open source should embrace it as well. Banning Microsoft from using BSD libraries would prove their apocalypse :)

  11. SaaS is the Answer by Anonymous Coward · · Score: 2, Interesting

    Used games don't make Publishers any money.

    Pirated games don't make Publishers any money.

    Solution: Games should use the Software-As-A-Service Model.

    Imagine paying a "small monthly fee" for say GTA-IV, or a library of GTA games.

    Your "small monthly fee" would cover :
          - Saved game storage
          - Game updates
          - Technical Support

    Imagine paying to receive a brand new PS3, and a full library of games.

    When you are bored with one game, simply pay to play another!

    For other small monthly fees, the publisher would also retain your saved games per month.

    Nothing to update, nothing to activate, nothing to buy/sell or worry about.

    No games to lose, backups to make, etc. All your games are available, simply replace the hardware, which could be covered by another "small monthly fee".

    Computing is a commodity, like electricity. People should get used to paying as they use it. Nobody needs their "own" "Personal" computer, just use a cloud service of some sort.

    1. Re:SaaS is the Answer by internerdj · · Score: 4, Interesting

      Yeah, so every time some idiot hits the telephone pole the next block down or an idiot builder augers through the neighborhood cable line or my cable company has a hardware problem I can't watch TV, I can't surf the internet, and I also can't play any game that I've paid for? I don't use Comcast any more for this and other reasons but they charged me for a full month of service despite my cable being out for over a week. Do I get a discount on my service if I can't access this software service for a week through no fault of my own? Probably not, especially if it is some other company's fault.

      Also the moment I have to pay every time I open up a text document is the moment I stop using computers at home period and I'm a developer. There is no reason for every company in the world to nickle and dime me. I won't pay a monthly subscription to play a game I already paid $50 for and I won't pay a monthly subscription to do basic things with my computer. I also wouldn't pay for a single listening instance of a song.

    2. Re:SaaS is the Answer by socrplayr813 · · Score: 1

      I've thought about this a bit and I don't necessarily have a problem with paying every month. Assuming I can only make use of a certain amount of digital content, my costs should remain relatively constant. Priced accordingly, I suppose I could live with that, but my problem then is that I don't feel that I should have to connect to a third party to authorize my use of a game EVERY TIME I PLAY. I live with it for some multiplayer games because it can improve the experience, but I generally don't feel it's necessary. While I don't have a problem with the model in itself; the day the whole industry goes that way is the day I give up computers.

      It makes me nervous enough that I rely on Valve to play some of my games. If they were to go under (not so likely, but certainly not impossible), I only hope that they detach the games from their online component and that I have enough notice to back things up properly. If all games were like that (or worse, all software), I'd probably go crazy trying to keep track of it all. That's especially true since it's unlikely there'd ever be a single, unified place where you purchase/maintain all of it.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    3. Re:SaaS is the Answer by Fallingcow · · Score: 2, Interesting

      That model would mean the death of so much of what I love about games, that I'm not sure I'd bother to keep playing new ones. Certainly I've got a long enough backlog of older games to play that it'd take me a few years to get through, and that's not counting any re-plays.

      I like being able to re-visit older games, like a book. I like mods, and very often they make the game so much better that it's hard to imagine playing it without them (Morrowind, Oblivion, Rome:Total War). I only play console games on the assumption that by the time I want to re-visit them, if I can't get the game and hardware legitimately then there'll be a PC emulator for it and a .torrent somewhere.

      It doesn't sound like there'd be much room in that model for me or other gamers like me, so we'd just find other stuff to do. God knows I've got enough books on my "to read" list to last me for a decade or so, even if I stopped gaming completely and did nothing for entertainment but read. There's so much good entertainment I haven't seen/read/played/heard yet, in every form, that there could be no more music, games, movies, books, etc. made starting tomorrow and I doubt I'd even care for 15 years, if not more.

    4. Re:SaaS is the Answer by torkus · · Score: 1

      And this is thrown around as the holy grail of SAAS.

      Except publishers get greedy. Look at iTMS with their multi-tier pricing now. Publishers are always looking for a way to jack up pricing/revenue on new titles because they know 1) people will rush to buy it immediately 2) it won't matter how much it sucks for the first big burst of buying 3) there are no returns or quality guarantees.

      --
      You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    5. Re:SaaS is the Answer by PhxBlue · · Score: 1

      Used games don't make Publishers any money. Pirated games don't make Publishers any money. Solution: Games should use the Software-As-A-Service Model.

      I have a better solution: Publishers should make games that are good enough that people want to buy them, in order to support further development of good games.

      Computing is a commodity, like electricity. People should get used to paying as they use it.

      You can have my gaming box when you pry it from my cold, dead fingers.

      --
      !#@%*)anks for hanging up the phone, dear.
    6. Re:SaaS is the Answer by Kildjean · · Score: 1
      I was thinking on this the other day. At the time and point we are right now, where we watch streaming movies over Netflix with a paid account or the XboxLive Phenomenon, which you buy the arcade games with points that you want to play, or the PSN Store, its all the same... its about dumping DVD's as a media, and having a whole distribution channel digitally. Everyone that plays a decent game has broadband at their house (frankly if you are on DialUP while at home at this time and age, you should shoot yourself).

      This would obviously kill retailers like Gamestop or BB, but then again they could associate themselves with Game Publishers and just push out for Games available only through digital distribution.

      Personally I can't wait till consoles do this. I really dont want to get up and drive to a gamestore to buy a $60 game, when I could download it for perhaps a fraction of the cost, because its a digital download.

      My only expectations for the Next Generation Consoles, may them be the Xbox, PS3 or Nintendo Franchises is that they come with a big enough HD (1TB no less) and that all games are available through digital distribution like XboxLive or PSN or Steam Provides.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    7. Re:SaaS is the Answer by Dan667 · · Score: 1

      People like to own stuff. Deal with it.

      Recently, I heard from a friend about a car they leased for several years and then turned it in to the dealer. They were charged all kinds of nickel and dime things to a big bill. Now they will never lease another car ... ever. It is a business model most Customers will avoid.

    8. Re:SaaS is the Answer by MobyDisk · · Score: 1

      Used games don't make Publishers any money.

      Let me refer you to an excellent rebuttal to that point that is part of this very same discussion.

    9. Re:SaaS is the Answer by Kildjean · · Score: 1

      you never own games or software, you only pay for a license to use them... so you are not really owning anything.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    10. Re:SaaS is the Answer by ducomputergeek · · Score: 2, Interesting

      Here is the problem with SaaS: what happens when the internet connection goes down? Not Possible? Well it just happened to us due to mother nature.

      We had 100MPH straight line winds here last Friday. I have an iPhone and was able to keep on top of Email, but we just got power restored today. We won't have internet until next week sometime and maybe even the week after. It's a problem. So much so that I had to leave town and stay at my Dad's house because we run a SaaS platform.

      Fortunately, we don't host our own servers. They are in 3 different data centers managed by 2 different company in different parts of the country expressly for this purpose. So all of our clients not in the weather affected area were okay unless they tried to call for tech support because the phones where out.

      As it stands now, we have power at the office. But they are cut off from email and the web still. Normally we use Google Docs a lot, but everyone has either MS Office or Open Office. But the developers outside of me are cut off. Our SVN repo is remotely hosted. No internet, no SVN updates.

      At homes now, at least people can pop in a play-station disc or CD-ROM game and play it for a few hours without the internet.

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
    11. Re:SaaS is the Answer by Anonymous Coward · · Score: 0

      People need to get over this concept of "ownership". Here is a list of things you think you "own", but dont:

      1. You don't "own" your cellphone, it's licensed to you.

      2. You don't "own" your DVD player, and DVD's , they are licensed to you.

      3. You don't "own" your software, it's licensed to you.

      You pay "small monthly fees" for use of your cellphone and accessories, this model works.

      It will work for software too, and it will work for the internet.

      Step into the future.

    12. Re:SaaS is the Answer by PitaBred · · Score: 1

      Because using the cloud has never screwed anyone

    13. Re:SaaS is the Answer by aaaantoine · · Score: 1

      1. Software-as-a-Service already exists in the form of World of Warcraft and other for-pay massive-multiplayer online games.

      2. Your idea is most sinister, and I hope to never see it succeed in my life time.

      3. There hasn't been a legitimate second-hand market for PC games since CD-Rs became affordable, and consoles use hardware to enforce against duplication. So this whole second-hand market issue seems moot.

    14. Re:SaaS is the Answer by SparkleMotion88 · · Score: 1

      I used to subscribe to the Yahoo! games on demand service -- which is similar to what you describe. I paid a monthly fee, and I could download and play games (from their selection) as much as I want. It was convenient and I rather enjoyed it. I don't know if there are any services like that anymore, though.

    15. Re:SaaS is the Answer by Anonymous Coward · · Score: 0

      No - the BEST model ALREADY EXISTS...

      They just don't want to use it because of it's upfront costs, (which can certainly be dealt with), and the fact that it's too much of a compromise...

      Licensing...

      And by this - I mean PROPER licensing, not like the crappy EULA's atm. Your SaaS model is really just a subset of the licensing model but with more restrictions, that don't always benefit everyone.

    16. Re:SaaS is the Answer by againjj · · Score: 1

      Used games don't make Publishers any money.

      Pirated games don't make Publishers any money.

      I'm not sure you are correct.

      For the first, let's go with a car analogy. Used cars make money for manufacturers in two ways. First, a car with a higher resale value has more value new, since it can be resold. People are less likely to buy cars that they can not resell. Second, many people buy new cars because they can sell their old ones -- reselling or trading in a car provides funds for the next new car.

      For the second, there have been a number of arguments that are basically word of mouth and try before you buy arguments. I don't know how true this is, but it is still something to consider.

      Solution: Games should use the Software-As-A-Service Model.

      I got the impression that things like Steam are already similar to this. I don't actually know from first-hand knowledge, though, since I am not into the game scene.

    17. Re:SaaS is the Answer by KDR_11k · · Score: 1

      I'm kinda worried about the economy of a single service being paid for access to all games. How do you determine payouts to the contributors of those games? Will those payouts be enough to finance the games? If it's e.g. based on time played will that lead to more padding and grind being thrown into games that would otherwise be fairly short?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:SaaS is the Answer by KDR_11k · · Score: 1

      I really dont want to get up and drive to a gamestore to buy a $60 game, when I could download it for perhaps a fraction of the cost, because its a digital download.

      Looking at Steam I'd say you'd still be paying 60$ even without retail overhead involved.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:SaaS is the Answer by Kildjean · · Score: 1

      True, but dont you think at this time and point we are at having total digital distribution for console games could be a next step? Even for PC Games as well.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    20. Re:SaaS is the Answer by Anonymous Coward · · Score: 0

      Your "solution" is missing something: a problem.

      The games industry has been going along just fine for the past 20-odd years. Only recently has the DRM issue really come to a head. For the past 20-odd years, I have enjoyed buying games (new, used, doesn't matter) and being able to go back to it any time I want. No monthly fees; I buy the game once and I have it indefinitely.

      What about game updates? Shouldn't be necessary! Stop releasing glorified beta software to retail outlets. A decade ago, no game publisher would be caught dead doing that. Okay, maybe one or two bugs may slip into production warranting a couple of patches, but for the most part games should work out of the box.

      Mind you, I'm not talking about games with a subscription model. As far as I'm concerned, they're already software as a service. But just like other SaaS, please limit releases to new gameplay features and hammer out the bugs in testing. SaaS is supposed to be founded on adding value to the task: providing servers for multi-player games, maintaining player data, adding new quests every so often. It's not an excuse to keep a paid product in perpetual beta.

      Back on topic. Saved games have similarly worked, and continue to work, just fine. I understand if a company wants to offer off-site backups of personal game files. Heck, people already pay to maintain off-site backups of their computer documents. But leaving a central service provider as a single point of failure is dangerous at best. There's a reason we don't (or shouldn't) keep our data in the "cloud" without a local copy to fall back on. To be honest, for early-era cart games, my saved progress is only as important to me as the length of the battery/saving mechanism which is actually quite long.

      Computing hasn't been a "commodity" the way you're describing for quite some time. Nor should it be. Why would I want to allow my data to be held hostage for a monthly fee when I've been doing just fine managing it myself? The only time I haven't been doing just fine is when some game company suddenly wants to wrest that control from me. I simply can't get used to something foisted onto me with no recourse, and I especially won't entertain a compromise to gain back control that was stolen from me when that means I lose even more control in other areas.

      At least for now, I have plenty of entertainment from the old way of doing things. If the game companies insist on continuing their power grab, then I can do without them.

    21. Re:SaaS is the Answer by causality · · Score: 1

      I have a better solution: Publishers should make games that are good enough that people want to buy them, in order to support further development of good games.

      It's almost as though that were too simple. I really think most people don't consider how beautiful and simple that would be. Instead of the adversarial relationship between producers and customers that resembles an arms race between DRM and piracy, we could have a system based on mutual respect and appreciation. This truly is possible and would work very well and would suffer from none of the problems we currently have to deal with.

      What we have now can be called a system of alienation. Everyone is assumed to be a selfish asshole who just wants to take advantage and what we get for that is widespread distrust and the feeling that different interests must always be in conflict. All of this because a few selfish assholes exist and we focus on them and on what they would do. I think the main obstacle to fixing that is the current cynacism which dictates that everyone is so selfish or incompetent that this would never work. That can be replaced by what you may call enlightened self-interest.

      You may or may not see the parallel, but consider this. In ancient Athens, important public offices were assigned by lottery. That is, any and all citizens were expected to be ready and able to assume positions of great responsibility at any time. We think that would be such a disaster because we look at how people are now and we imagine how bad it would be if they were in charge. It appears to us to be a haphazard idea that begs for trouble. Do you know what really happened in Athens? The citizens rose to the occasion. They respected and appreciated their communities and felt like an integral part of them. They cared because their experience of community and of politics was hands-on, not reported to them second-hand with the expectation that they be spectators only. I think one of the worst things that has happened to America and the Western world in general is that we no longer believe in ourselves or each other, so to us this sounds absurd. What it really takes is the courage to believe in an ideal that can be realized, that things really don't have to continue to be the way that they are.

      --
      It is a miracle that curiosity survives formal education. - Einstein
    22. Re:SaaS is the Answer by pwfffff · · Score: 1

      Maybe your average American doesn't, but this is Slashdot my friend.

      I bought my phone directly from the manufacturer; AT&T doesn't even know I have it. Sure, I don't own the networks it uses, but why would I want to?

      My DVD player is my computer, which I most certainly do own. Certain software ensures that the data on the DVDs are safely copied to my hard drive.

      My software, well, I guess you have me there, but I'm one of the few here who doesn't use Linux.

      So go ahead, you can stop owning things. I'll continue to purchase.

    23. Re:SaaS is the Answer by geekoid · · Score: 1

      How often does that happen? really?
      If your cable isn't functioning, you could kill time by building an antenna for your TV and watching it old style.

      "Also the moment I have to pay every time I open up a text document is the moment I stop using computers at home period and I'm a developer."
      Me too, me too. Then I would have to fight the big glowing fire orb and go outside.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    24. Re:SaaS is the Answer by stonewallred · · Score: 1

      Really? I should have shot myself because I lived in a rural area without cable and the only high speed(lol) available was satellite. My drive way was 1/4 of a mile long, so when cable came about a year before I moved, the company wanted me to pay over $700.00 dollars to run cable to my house. So, I guess you think everyone should move into apartments and live like rats in a cage. Fuck you.

    25. Re:SaaS is the Answer by stonewallred · · Score: 1

      Really, so who is the badass that is going to come and take my copy of Hellire or Diablo II from me? The post you made is retarded, as are EULA that try to say I don't own my games.

    26. Re:SaaS is the Answer by stonewallred · · Score: 1

      I own my phone, completely and totally. I can take it to whatever carrier that it will work on. I might not own the airwaves it works on, but the physical phone is mine. Lear to think before you speak. That way people will just assume you are dumb, instead of knowing it.

    27. Re:SaaS is the Answer by internerdj · · Score: 1

      "How often does that happen? really?"
      Often enough that last time I reported an outage, my cable company went ahead and offered me a credit to my account without prompting. And yet still better than Comcast...

    28. Re:SaaS is the Answer by Kildjean · · Score: 1
      Well it sucks for you if you can only afford a rat cage... as for me I live in a very nice luxury apartment... I'm telling you the WORKS... FIOS, whole nine yards... so, no I am not fucking myself, you are.

      OK Punpkin?

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    29. Re:SaaS is the Answer by Kildjean · · Score: 1

      yeah well pony up a couple Million dollars, hire a decent lawyer and take it up to them... Oh wait, you can't... you can only afford a rat cage apartment... I guess you will have to suck it up Bubbo!

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    30. Re:SaaS is the Answer by Kildjean · · Score: 1

      Really, so who is the badass that is going to come and take my copy of Hellire or Diablo II from me? The post you made is retarded, as are EULA that try to say I don't own my games.

      And further more... if you don't like the EULA's then don't buy the fucking game, go get an abaccus or better yet get an education and stop being an ignorant cow.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    31. Re:SaaS is the Answer by shentino · · Score: 1

      Microsoft is trying to do this with Office.

      Concentration of power is not my cup of tea.

      Remember what happened with the Kindle?

    32. Re:SaaS is the Answer by dupont54 · · Score: 1

      And that's exactly what all those publishers using online activation (incl Stardock) are doing.... except that they make you pay the full price upfront so you believe that you have 'bought' something the old fashion way.

    33. Re:SaaS is the Answer by Kildjean · · Score: 1

      I own my phone, completely and totally. I can take it to whatever carrier that it will work on. I might not own the airwaves it works on, but the physical phone is mine. Lear to think before you speak. That way people will just assume you are dumb, instead of knowing it.

      but if you had no airwaves, that meant that your phone was a useless piece of electrical equipment. so if the airwaves dont allow you to do something and yo ustill doing violating their EULA, you end up with a pretty but useless piece of technology sitting in your hand.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    34. Re:SaaS is the Answer by Dan667 · · Score: 1

      The difference is you can take your phone (that you own) to a different company and use it with their airwaves.

    35. Re:SaaS is the Answer by Dan667 · · Score: 1

      You are somehow pretending that this concept of a service only model is shiny and new. It is not and people still don't like it. Read some history or pay more attention.

    36. Re:SaaS is the Answer by Kildjean · · Score: 1

      true, but if you void the other company's airwaves you still end up the same way. The point is in this case that the OP doesnt want to obey the eula just because he owns the phone.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    37. Re:SaaS is the Answer by Pentium100 · · Score: 1

      1. You don't "own" your cellphone, it's licensed to you.

      Yes I do. I paid a lot of money for my cell phone and I can sell it if I no longer want it. I can also disassemble the cell phone if I want to (for example to replace a broken screen).

      2. You don't "own" your DVD player, and DVD's , they are licensed to you.

      I may not own the movies, but I own the physical DVDs and the player (and my VCR too). I can sell them if I no longer need them.

      3. You don't "own" your software, it's licensed to you.

      Depends. If I bought a program in a retail store I can also sell it to someone else. On the other hand, I cannot make a copy and then sell it, but I can sell the original disk/floppy/whatever.

      You pay "small monthly fees" for use of your cellphone and accessories, this model works.

      I pay not for the cell phone, but for the cell service. The cell service, just like landline or electricity needs continously operating equipment (the cell towers, exchanges, generators) and people to maintain it, so I pay some fee to use them (I pay more if I use more, because if I use more power, that means that a power plant is using more fuel because of me and I have to pay for it, the same goes for cell and landline - I am using a limited resouce, while I talk, nobody else can use that channel).
      I do not pay monthly fees for my VCR, because the manufacturer made it once, I paid for it and it no longer needs any effort from the manufacturer (except for spare parts, but I do have to pay for them). I pay for the tapes, but then again, the tapes are mine until I sell, give away or destroy them.

  12. Follow Up? by spiffydudex · · Score: 2

    Was there any follow up to Ubisofts release of a DRM free Prince of Persia

  13. Lost Sale Fallacy by bughunter · · Score: 4, Insightful
    These specific situations still suffer from the false assumption that a pirated copy is a lost sale. I would wager that very few pirated copies represent a copy that would have been sold at retail, either:
    • The person has no interest in the game, but will download a "free" copy because it's "free,"
    • The person cannot afford the full retail price of the game, or
    • The person wants to evaluate the full version, not some crippled demo,

    When I was a starving student (and associate engineer struggling to pay rent), I had a very slim budget, and would play "warez" until I could save/beg/borrow enough to buy the full versions, and I would *unless* the game sucked anyway. Now that I can afford software and music, I make it a point not to pirate copyrighted info, but I will still "evaluate" music before I buy it from MPAA publishers. And most people I know feel the same way.

    So, the real product that DRM protects is the "Turd in a Can," a product that the consumer would not pay for if they knew beforehand that they were buying crap.

    --
    I can see the fnords!
    1. Re:Lost Sale Fallacy by Tridus · · Score: 2, Interesting

      The great flaw in this argument is that you miss one case: People who will pirate because it's cheap, but do have the money and would buy it if the free option didn't exist.

      Yes, those people exist. Yes, most people will choose "free" over "not free" any day of the week, especially those who don't consider copyright law to be worth the paper it's printed on.

      I mean yes, the numbers thrown around by the BSA are complete nonsense. But the number in most cases for lost sales is > $0. If actually effective DRM existed, you'd see it adopted a fair bit.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:Lost Sale Fallacy by hedwards · · Score: 2

      When I didn't have much money, I didn't buy or play games often. The games that I would buy were usually a few years old costing a fraction of what new ones would. And I'd be able to play them on an inexpensive computer. I saved a huge amount of money over all on gaming. Plus most of the classics are just as good now as they were back then.

      In most cases there were reliable reviews out there and communities surrounding the ones that are worthwhile. It doesn't particularly bother me to pay for old games. Best of all when I purchased my copies of Commander Keen and Terminal velocity in the recent past, they didn't come with any DRM.

      But, I do have to admit that I usually pay for games second hand, since it's a lot less expensive. Game sites like gog.com definitely need to be more common. I've yet to have any problem at all with any of my purchases from there. Of course once you buy there's no backsies, but still.

    3. Re:Lost Sale Fallacy by badboy_tw2002 · · Score: 1

      Generally you can get the "try before you buy" experience with a demo. Do you really need to play the entire game to decide whether or not you would have bought it? What's the incentive? The bullet point you forgot is

      *Cheap Ass Bastards

      Some people won't pay for anything if its free. If piracy isn't stealing or a moral issue, and I'm entitled to download the entire game and play and then pay the publisher if I feel like it, why _should_ I have to pay them at all? Its not morally wrong for me to skip paying them, so pretty much me coughing up the dough totally depends on how generous I'm feeling that day.

      I don't disagree with the lost sale fallacy, but I do disagree with the fact that somehow gamers transcend our inherited traits towards selfishness and have evolved into some sort of selfless do gooders. I'd call that the "good Samaritan fallacy". The other way to think about it is the concept of band in a club. They charge a cover on the way in, not on the way out. There's a pretty good reason for that too.

      Of course, everyone can go round and round on the morality issue and what they do and what their friends do and why people do what they do, but really motivations and causes are secondary to the point that people pirate games, they've always pirated games, and they will continue to pirate games. The DRM cat and mouse game is just another ebb in the natural progression of things (sharing games over the internet being the "flow" its trying to counter). No matter what you think, if your business model depends on the game not being pirated you're sunk (pun somewhat intended). Pretty much publishers have to turn the internet side of things to work for them, and build in incentives to get a legitimate copy of the game. (Sometimes that's with manuals and addins and such, but the days of the 200 page bound spiral manual for flight sims has sadly passed us by). Rather, now its more about building in an online experience for your game that requires a continuing relationship with the customer - downloads for registered users, online play, new information, etc. Make the game something more than just the bits required to play it and piracy won't be an issue.

    4. Re:Lost Sale Fallacy by jellomizer · · Score: 1

      I had a very slim budget, and would play "warez" until I could save/beg/borrow enough to buy the full versions
      I hear a lot of people say that... However never is private. In private I get I "warez" the program because I wanted it and only suckers pay for software.

      Your excuse that I didn't have the money until I could save up. Well as a starving student how often did that really happen?

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    5. Re:Lost Sale Fallacy by Theaetetus · · Score: 1

      When I was a starving student (and associate engineer struggling to pay rent), I had a very slim budget, and would play "warez" until I could save/beg/borrow enough to buy the full versions, and I would *unless* the game sucked anyway. Now that I can afford software and music, I make it a point not to pirate copyrighted info, but I will still "evaluate" music before I buy it from MPAA publishers. And most people I know feel the same way.

      While I'm sure everyone on Slashdot is an honest consumer who tries out the pirated version and then purchases a shelf copy, I would venture to guess that most people, in possession of a full unlocked copy of a game, movie, or album, do not then purchase another copy.

    6. Re:Lost Sale Fallacy by Anonymous Coward · · Score: 0

      But if those people seek out free things they will NOT pay for it anyway. They are NOT customers. Lets say you are able to magically make something that can not be cracked. You still will not convert them as you are competing with OTHER things that are free and can be cracked. They just will not buy it. There is probably a percentage that will. But you still need to compete with their attention from the existing FREE STUFF...

      All you really want to do is 'tag' them somehow so you do not bother wasting money on supporting them.

    7. Re:Lost Sale Fallacy by Swanktastic · · Score: 1

      This study found that preventing 1000 pirated copies results in an additional 1 sale.
      http://www.gamasutra.com/php-bin/news_index.php?story=17350

      Clearly one has to balance lost sales from piracy vs. lost sales due to people unhappy with either the concept or inconvenience of DRM. If the 1:1000 ratio is accurate, it does make me think developers should be pushing much further along the spectrum in the direction of DRM-free or DRM-light.

    8. Re:Lost Sale Fallacy by bughunter · · Score: 3, Interesting

      You miss my thesis: I'm claiming that the class of "people who will pirate because it's cheap" are outnumbered by the other classes. The ??AA and SPA are assuming that the "people who will pirate because it's cheap" is the only class.

      --
      I can see the fnords!
    9. Re:Lost Sale Fallacy by clodney · · Score: 1

      The great flaw in this argument is that you miss one case: People who will pirate because it's cheap, but do have the money and would buy it if the free option didn't exist.

      There is another case being missed here. Suppose that piracy didn't exist, and everyone had to pay the retail price of the game or skip it. Now the people who can't afford $60 for a game would represent a great market for someone to come out with a good $30 game and make money from people priced out of the more expensive games.

      People rationalizing that piracy is OK because they wouldn't pay X for a game is one reason that cheaper games aren't getting produced.

    10. Re:Lost Sale Fallacy by bughunter · · Score: 1

      Well, you're claiming I'm lying, and then imply I'm rationalizing piracy.

      Don't confuse my thesis. Go read my message again. I don't pirate, as a matter of principle. My freinds and colleagues feel the same way, so there's a significant number of people in my category. (e.g., If I got use out of a title I acquired by "warez" then I eventually purchased a legal copy for my library. If it sucked, I didn't buy the product. Nor did I keep or distribute the bootleg. I don't have the money to buy items based only on the pretty marketing lies on the packaging.)

      You can poo-poo my argument all you want, but if there's even a modest minority of people who operate by these same principles, then my thesis is still correct: The "every pirate is a lost sale" theory is .FALSE.

      --
      I can see the fnords!
    11. Re:Lost Sale Fallacy by bughunter · · Score: 1

      How come so many people equate "the lost sale argument is false" with "piracy is OK?"

      The two theses are different. The former is claiming that the publishers are rationalizing their DRM and pricing policies on a fallacious argument. The latter is a defense of an illegal act. (I won't even go into the semantics of the term, which is a whole other can of worms.) Perhaps you're predisposed to filter everything into the latter category?

      People who point out that the DRM-mongers are being intellectually dishonest do not want "free warez." The people who want "Free Warez" are already getting them despite the DRM, so why would they give a damn about some logical fallacy? We who pay the asked price for this software don't want it crippled, especially unnecessarily.

      --
      I can see the fnords!
    12. Re:Lost Sale Fallacy by bughunter · · Score: 1

      Most =/= all, which is my thesis, writ simple. And I venture a hypothesis that it's not even "Most."

      --
      I can see the fnords!
    13. Re:Lost Sale Fallacy by GooberToo · · Score: 1

      The games that I would buy were usually a few years old costing a fraction of what new ones would.

      And that's an important point. If you can't afford to buy the latest game, chances are you can't afford to buy the system to play the latest game. Which means, IMO, many people are looking for an excuse to rationalize their stealing.

      I do agree many games which are pirated are by people who would otherwise not buy the game. On the other hand, I bet its somewhere around a fifty-fifty split.

    14. Re:Lost Sale Fallacy by PitaBred · · Score: 1

      To what extent are those canceled out by those of us who don't buy only BECAUSE of the DRM? I know that's only reason why I haven't gotten a Blu-Ray player or movies. And what extent is it due to the "standard" pricing being asinine? Seriously... risking $60 on a game being shitty isn't a gamble most people take. If it were $20 or $30? You'd sell a lot more, get a lot more people willing to pay to try it out. Not to mention that everyone, even pirates, recognizes the value of the "official" copy, having the manual and all that. You don't give them enough value over the pirate option, and people won't do it.

    15. Re:Lost Sale Fallacy by socrplayr813 · · Score: 1

      +1

      That's what I did for a long time. I don't do it now, but I also have much less time to play games.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    16. Re:Lost Sale Fallacy by causality · · Score: 1

      Yes, those people exist. Yes, most people will choose "free" over "not free" any day of the week, especially those who don't consider copyright law to be worth the paper it's printed on.

      I think the media companies are their own worst enemies when it comes to this. I mean, think about it. The original duration of copyright was on the order of twelve years, and that was back when paper was the only medium and making copies was difficult and expensive. Now we have computers, the Internet, and instantaneous electronic distribution, yet copyright has been continually expanded to the ridiculous level of "the author's life plus several decades".

      It's like that old proverb about having a handful of sand; the harder you squeeze it, the more of it slips through your fingers. The media companies see this and decide that they will respond by squeezing harder still. The people might respect copyright if it actually represented anything like an even balance between the interests of artists/producers versus the interests of society. At present, people do not respect it for the simple reason that it is no longer respectable. All that this copyright issue has demonstrated is that our laws and our politicians no longer represent the people. I'm not saying that disregarding copyright is a perfectly acceptable response, only that it was a predictable one.

      --
      It is a miracle that curiosity survives formal education. - Einstein
    17. Re:Lost Sale Fallacy by PitaBred · · Score: 1

      Yeah, but the games are priced reasonably enough that it's worth taking the risk on GOG. A brand new game is a $60 gamble. A GOG title is what, $5? Making people have to pay more and have no way to get rid of a game they didn't like is a great way to get people to not pay for it in the first place. You'll get to a situation where people will ONLY take risks on games they already know they will like, shit like Halo and Madden and other entrenched franchises. Locking out the secondary market locks out all the smaller developers, too.

    18. Re:Lost Sale Fallacy by brkello · · Score: 1

      Your argument suffers from the opposite assumption; that piracy does not represent a significant loss of money to the developers. Say only 20% of piracy would have led to sales. If 10,000 people pirate it, that still represents a significant amount of profit.

      There are many legal ways to avoid your "Turd in a Can". Don't buy a game the day it comes out. Get your friends' opinions of the game. Find a reviewer that has similar taste in games. Go to a site where users rate games and write reviews.

      The problem is that people are lazy and greedy. If people used piracy as a way to demo games and then buy, it wouldn't be an issue. Most people will just pirate, make up some kind of justification in their head on why it isn't worth it, play it for hours, and then download the next one. I realize there are a lot of shades of gray out there, but I highly doubt the majority of pirates are ever going to pay for a game.

      --
      Support a great indie game: http://www.abaddon360.com
    19. Re:Lost Sale Fallacy by Anonymous Coward · · Score: 0

      You're also missing the class of people who end up purchasing a legitimate copy because they had access to a free copy - those who would never have bought the game if it weren't for piracy. This group also exists and counts as sales gained from piracy.

      Bottom line is that you can't look at the download numbers associated with a torrent and assume that you are "losing" all those sales. The "cost of piracy" numbers these organization throw around are worse than estimates, they are absolutely, completely meaningless. Worse still is that the majority of people believe them to be arrived at by using some sort of mathematical or statistical method. Even worse still is that business, policy, and legal decisions are being made based on these completely fabricated numbers.

    20. Re:Lost Sale Fallacy by KDR_11k · · Score: 1

      Both claims are just baseless claims because both claim numbers without providing them. We have no evidence that the other classes are more likely nor do we have evidence that they are insignificant.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    21. Re:Lost Sale Fallacy by KDR_11k · · Score: 1

      1. Cheaper games are being produced, they just tend to be made on lower budgets too so people tend to ignore them in favour of AAA games.
      2. Games drop in price, a brand new low budget game would go against a year old high budget game and probably suffer in the comparison.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    22. Re:Lost Sale Fallacy by geekoid · · Score: 1

      "People who will pirate because it's cheap, but do have the money and would buy it if the free option didn't exist."
      As it turns out, that's a tiny percent. Far fewer then even one percent.

      It seems what it does do is force publishers to make it easy, and show them there price point number are off.

      iTunes exists becasue people are generally honest and it's easy to use. Everything on there is available for free, without much effort.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    23. Re:Lost Sale Fallacy by stonewallred · · Score: 1

      Good releases come with not only the cracked game, but full documentation. Of course if you are getting your copies off regular torrent sites, well that is your problem right there.

    24. Re:Lost Sale Fallacy by PitaBred · · Score: 1

      That's the 1% that just doesn't matter. Most copyright infringement happens on "regular" torrent sites. You get into even talking about "good releases" and you're talking about people who wouldn't buy it even if it was a decent price for a fair product. They're just bit packrats for the most part. And even if it comes with documentation, it's still not a manual you can hold in your hand or a box you can stuff in the closet.

    25. Re:Lost Sale Fallacy by Anonymous Coward · · Score: 0

      I thought this was a fantastic post. I wish I was a member and had mod points. Really good point!

  14. Sophistry To Kill First Sale Doctrine by maz2331 · · Score: 5, Insightful

    Really, if we distill the arguments for DRM down far enough, it becomes clear that the idea is to try to work around the First Sale Doctrine and kill the second-hand market.

    1. Re:Sophistry To Kill First Sale Doctrine by Chlorine+Trifluoride · · Score: 1

      Really, if we distill the arguments for copyright down far enough, it becomes clear that the idea is to perpetuate an obsolete business model.

    2. Re:Sophistry To Kill First Sale Doctrine by Anonymous Coward · · Score: 0

      How does wanting to be able to buy secondhand games or to not have to go through DRM schemes on things I buy mean I want to get something for free?

    3. Re:Sophistry To Kill First Sale Doctrine by socrplayr813 · · Score: 5, Insightful

      Really, if we distill the arguments for DRM down far enough, it becomes clear that the idea is to try to work around the First Sale Doctrine and kill the second-hand market.

      Really, if we distill the arguments against DRM down far enough, it becomes clear that the ideas is to try to get shit for free.

      Both of you are right. There's a group of people fighting for each of those extremes. The rest of us are getting drowned out in the chaos of the battle.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    4. Re:Sophistry To Kill First Sale Doctrine by Anonymous Coward · · Score: 0

      A large half-priced bookstore chain with a name similar to "Galf-Rriced Cooks" used to buy software and resell it, just like they do with books and music.

      When virus software went to a subscription model and other software went to a validation-code-required model, they stopped buying and selling just about everything but educational software and, perhaps ironically for this thread, games.

    5. Re:Sophistry To Kill First Sale Doctrine by Mister+Whirly · · Score: 2, Funny

      Really, if we distill this sentence one more time, it becomes clear that the universe will explode.

      --
      "But this one goes to 11!"
    6. Re:Sophistry To Kill First Sale Doctrine by nine-times · · Score: 2, Insightful

      That, and to encourage people to re-buy the same content for different devices. Years ago, there were statements by record companies (sorry, I have no citation, but I remember it) that you should have to buy a copy of the song for your MP3 player, for your home stereo, for your mobile phone, and for your car stereo. 4 different copies. If a new device came out, you should have to buy a copy for that device too.

    7. Re:Sophistry To Kill First Sale Doctrine by prockcore · · Score: 3, Funny

      Really, if we distill this sentence just a little more, we'll have 190 proof comments!

    8. Re:Sophistry To Kill First Sale Doctrine by suggsjc · · Score: 1

      Really, if we distill this sentence just a little more, we'll be able to sell it as "Premium Distilled Comments"

      --
      When I have a kid, I want to put him in one of those strollers for twins and then run around the mall looking frantic.
    9. Re:Sophistry To Kill First Sale Doctrine by Sir_Lewk · · Score: 1

      Really, if we distill your post down far enough, it becomes clear that the intent was to troll.

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    10. Re:Sophistry To Kill First Sale Doctrine by SpecBear · · Score: 5, Insightful

      My argument against DRM is that I want to use the shit that I fucking paid for.

      If it was just about getting shit for free, I wouldn't be bitching about it on Slashdot. I'd be downloading the pirated version, which doesn't have a limit on the number of installs and doesn't require me to ask permission from some company's server before I can play.

      I can get shit for free now, regardless of DRM.

    11. Re:Sophistry To Kill First Sale Doctrine by dword · · Score: 2, Funny

      Oh. My. God. You completely missed the point!

    12. Re:Sophistry To Kill First Sale Doctrine by GMFTatsujin · · Score: 2, Funny

      I have found 190 truly marvelous proof comments of this sentence, which this comment is too narrow to contain.

    13. Re:Sophistry To Kill First Sale Doctrine by VGPowerlord · · Score: 1

      Mr. Gates and Mr. Stallman are both offended by your remarks!

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    14. Re:Sophistry To Kill First Sale Doctrine by laray88 · · Score: 1

      damn straight, skippy Problem is most folks don't care- if they lose all their music on their puter, they just repurchase. I have spoken to folks till I'm blue in the face and they shrug and say, wtf? And that is what the folks behind DRM want- consumers not to understand and think "well, that the way its supposed to work." The general population has been brainwashed and become comfortable with the idea of being followers and told what to do. How else would sheeple willingly give up half their income in taxes and just whimper about how they don't like it! DRM won't go away until folks get up off their ass and do something beside just bithin.

    15. Re:Sophistry To Kill First Sale Doctrine by xtracto · · Score: 1

      Mr. Gates and Mr. Stallman are both offended by your remarks!

      I would not be so sure about the Mr. Gates remark... after all, he really liked 3rd world countries adopting DOS and Windows 95 for free (pirated). That is what drove its monopoly on the first place!

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    16. Re:Sophistry To Kill First Sale Doctrine by Anonymous Coward · · Score: 0

      DRM serves two purposes - to kill the second-hand market, and to prevent piracy.

      In fact, DRM on e.g. PS3 and X360 does nothing to kill the second-hand market and only serves to prevent piracy.

      So your position is completely incorrect, as most heavily polarized positions are.

  15. You Get 5 Days! by Kagato · · Score: 1

    Most game makers sell the lionshare of games the first 5 days of release. Once that time has passed it's usually a trickle.

    The question is, why bother with DRM at that point. How many people that are stealing games now would actually buy the game?

  16. How'd the DRM work out for Spore? by GTarrant · · Score: 5, Interesting
    'I believe their argument is that while DRM doesn't work perfectly,' says Wardell, 'it does make it more difficult for someone to get the game for free in the first five or six days of its release. That's when a lot of the sales take place and that's when the royalties from the retailers are determined. Publishers would be very happy for a first week without "warez" copies circulating on the Web.'"

    Let us consider, for a moment, a DRM-loaded game from the past year.

    Spore.

    Its DRM was considered by some to be so limiting that some people simply never played the game. People were exasperated that, at release, it allowed only one user account per copy. That installs couldn't be "restored" by uninstalling the game (many of these things have been added since).

    OK, so all that said, copies of Spore were still readily available for download a week prior to release on torrent sites all over the world. Despite cumbersome DRM, that in some cases prevented actual customers from being able to extract full enjoyment from the product they purchased, anyone that wanted a DRM-free copy could still have gotten one prior to the release of the game.

    Lesson: It. Doesn't. Work.

    Maybe...maybe it prevents someone from taking the game to a friend's house and installing it, or the like. But it isn't preventing wide-scale piracy, even during that "critical first week".

    1. Re:How'd the DRM work out for Spore? by Anonymous Coward · · Score: 0

      Exactly... 'nuf said.

    2. Re:How'd the DRM work out for Spore? by The+Moof · · Score: 2, Interesting

      Fallout 3 suffered some pretty bad DRM faults as well:
      SecuROM found process explorer, refused to launch
      SecuROM didn't like certain brands of DVD-R/RW drives, refused to launch
      SecuROM found debugging applications, refused to launch
      SecuROM found burning software, refused to launch
      SecuROM installed shell extensions and hooks

      All this from a supposed "disk check." Luckily, they packaged SecuROM in the launcher, not the executable itself, so you can bypass the DRM by simply running Fallout3.exe instead. On the bright side, at least it wasn't the version that requires internet connection and server authentication to play the game...

    3. Re:How'd the DRM work out for Spore? by Zakabog · · Score: 1

      'I believe their argument is that while DRM doesn't work perfectly,' says Wardell, 'it does make it more difficult for someone to get the game for free in the first five or six days of its release. That's when a lot of the sales take place and that's when the royalties from the retailers are determined. Publishers would be very happy for a first week without "warez" copies circulating on the Web.'"

      Let us consider, for a moment, a DRM-loaded game from the past year.

      Spore.

      Its DRM was considered by some to be so limiting that some people simply never played the game. People were exasperated that, at release, it allowed only one user account per copy. That installs couldn't be "restored" by uninstalling the game (many of these things have been added since).

      Thank you.

      I was about to post exactly the same comment. I purchase Spore legally when it came out, using EA's downloader. It was a few days before the U.S. release (the game had been released in Australia already) and I thought "Oh I guess if you get it online you get it early." I guessed wrong, it downloaded 99% of the game and stopped.

      That really bothered me, I just wanted to play the game that I legally purchased. If I knew that I was only going to get 99% and the release date would still be the same I would have bought it at a store with the pretty box, physical copy of the CD (which I can easily install on my two main computers), no EA downloader, and an instruction manual. So I went to the pirate bay, found the ISO, downloaded it, installed it, and used my legally acquired serial to play. Plus when it came time to install it on my second computer, it was a lot easier to just copy the ISO over to the second computer rather than installing the EA downloader and downloading the entire game again.

    4. Re:How'd the DRM work out for Spore? by Trojan35 · · Score: 1

      But it does prevent me from buying a legal, used copy at Gamestop. It kills the used game market which is what everyone believes the consoles are going to try to do over the next few years.

      Sorry, 99% of games aren't worth $60, which is why I generally only play consoles now. I can get back half of that $60 cost when I get bored of the game.

    5. Re:How'd the DRM work out for Spore? by Kildjean · · Score: 1

      and then some went to the green demon and got the patch version and VOILA! no drm crap. thank you, next arguement?

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    6. Re:How'd the DRM work out for Spore? by Kildjean · · Score: 1

      this is why I bought the game on the 360...

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    7. Re:How'd the DRM work out for Spore? by Kildjean · · Score: 1

      that happened to me too... I bought it for the wife, it downloaded 99% then stopped, then EA wouldnt let me download it again. I cancelled the purchase... I went to Gamestop and bought it, had all the DRM issues, when to demonoid and downloaded the patch... problem solved.

      --
      Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
    8. Re:How'd the DRM work out for Spore? by CodeBuster · · Score: 2, Interesting

      This is a case of the developer jumping through hoops to satisfy the publisher. The Fallout 3 devs didn't want SecuROM (although they have been coy about saying anything publicly), but the publisher contract stipulated that SecuROM DRM must be used so the devs found a way to adhere to the letter of the agreement while effectively subverting the SecuROM DRM requirement (the contract was probably written by marketers and lawyers and not techies so it was probably pretty easy to technically subvert or sabotage the DRM requirements). The non-Fallout fans out there might not be aware of this, but this is not the first time that a Fallout game has done something like this to get around lame publisher requirements. For example, the original Fallout game CD included a "setup_u.exe" program so that the game could be installed and played on WindowsNT while still carrying the Windows98 logo on the box since the logo requirements stipulated that "setup.exe" must be the installer name, but said nothing about bundling additional installers (the requirements were re-worded by Microsoft to prevent that sort of work-around in future logo programs). Fallout has a history of tweaking the noses of the authorities, both publishers and government censorship boards, by finding clever ways to adhere to the letter of the rules/laws while actually subverting their purpose (i.e. "drugs" renamed to "chems", "setup_u.exe", and "Med-x" as "morphine"), which are in keeping with the irreverent dark humor and anti-authority themes of the games themselves.

    9. Re:How'd the DRM work out for Spore? by socrplayr813 · · Score: 1

      Not that I completely disagree with you, but I don't think you can put all of the blame for Spore's poor sales on DRM. The game was just not that good. It might have been fun to play through a couple of times, but it was definitely lacking. Part of that is probably due to the hype machine, but it wasn't exactly a great game to begin with.

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    10. Re:How'd the DRM work out for Spore? by brkello · · Score: 1

      The problem is that DRM is a broad term. If all DRM was like Spore, then I would agree with you. But it isn't, there are CD-keys, server authentication, and services like Steam. It does work to a certain extent. The argument isn't if DRM should exist...it is here to stay (and Stardock uses DRM as well). The debate should be what DRM is acceptable to the customers. Saying that all DRM should not exist just means you won't get to sit at the grown up table anymore. It exists, it always will exist in some form, and it does prevent many people from pirating. There is no way to prevent something from being pirated...true, but there are a lot of people out there who don't even know how to torrent that are going to just buy the game rather than try to figure out where and how to run a cracked game.

      --
      Support a great indie game: http://www.abaddon360.com
    11. Re:How'd the DRM work out for Spore? by KDR_11k · · Score: 1

      AFAIK they face the threat of retailers refusing to sell their game if they release it online earlier or cheaper than the retail copy. Either way the 99% thing is preloading, it's common with digital distribution as a way of spreading the download load across several days instead of having everyone try to download it simultaneously on launch day.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:How'd the DRM work out for Spore? by KDR_11k · · Score: 1

      I just wait for a pricedrop to a level at which I find the price acceptable for the game. It's easier and I can see beforehand how much money I'll pay rather than when I try to sell it back to the store.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:How'd the DRM work out for Spore? by Anonymous Coward · · Score: 0

      To be blunt: Your entire post is nothing but bullshit.

      Some examples:

      The argument isn't if DRM should exist...it is here to stay

      No, it isn't here to stay. The argument is indeed if it should exist. Hint: It shouldn't. It. Doesn't. Work. And. It. Never. Will. Do your homework.

      The debate should be what DRM is acceptable to the customers.

      There is no debate. No DRM is acceptable.

      Saying that all DRM should not exist just means you won't get to sit at the grown up table anymore. It exists, it always will exist in some form, and it does prevent many people from pirating.

      No, it doesn't mean that. No, it won't always exist in some form, and no, it does not prevent many people from pirating.

      Bah. I realize now that there's truly no point in even discussing this with you. Good luck in your quest. You're going to need it.

    14. Re:How'd the DRM work out for Spore? by Cornflake917 · · Score: 1

      It's funny how the most moronic posts are created by AC's, it's like they somehow, deep down, know they are retarded. Yet some part of them feel it's necessary to be a huge dick behind their anonymity.

      There is no debate. No DRM is acceptable.

      So how exactly are software (and other companies with digital products) are going to make any revenue when everyone can just copy the product without spending a dime? Are you saying all companies should just release shareware and hope that they get enough donations to survive? That's exactly what you are saying, and what you're saying is idiotic.

      Bah. I realize now that there's truly no point in even discussing this with you. Good luck in your quest. You're going to need it.

      DRM has been a part of software for almost as long as software existed. It is you that has the huge, uphill battle ahead of you.

    15. Re:How'd the DRM work out for Spore? by brkello · · Score: 1

      You are exactly the type of person who is sitting at the kiddie table now. You guys spit up your food and scream and cry about DRM and how it can't exist. You ignore the reality that DRM has been around for a long time and exists on almost all commercial software. Your dreams of all companies suddenly saying..oh, that AC was right, all DRM is bad, let's get rid of it is about as likely as you getting a date with a super model.

      My post isn't bullshit. It is reality. If you want to stick your fingers in your ears and scream "lalala" go for it. But in 40 years from now there is still DRM, maybe you will realize that it was better to talk about what DRM is the least onerous instead of removing yourself from the discussion.

      --
      Support a great indie game: http://www.abaddon360.com
  17. Not at all. by SanityInAnarchy · · Score: 3, Informative

    If you don't defend a trademark, you can lose it. I'm not sure how this applies to copyright.

    That's why RMS doesn't like the term "Intellectual Property", by the way. It's a vague concept that combines three very different bodies of law: Trademarks, Patents, and Copyrights.

    For that matter, think about just about every copyleft-style license -- GPL, Creative Commons, etc -- do those become invalid just because people are copying them? No.

    If such a law exists at all (for copyright, instead of trademarks), I would think it would have to do with actually legally defending your copyright -- as in, when you're aware of the vendor down the block selling burned pirate copies, you should sue him. It absolutely has nothing to do with taking the law into your own hands with DRM.

    --
    Don't thank God, thank a doctor!
    1. Re:Not at all. by againjj · · Score: 1

      That's why RMS doesn't like the term "Intellectual Property", by the way. It's a vague concept that combines three very different bodies of law: Trademarks, Patents, and Copyrights.

      And more, such as trade secrets. See http://en.wikipedia.org/wiki/List_of_intellectual_property-related_topics#Types_of_intellectual_property

    2. Re:Not at all. by Clovis42 · · Score: 1

      If you don't defend a trademark, you can lose it. I'm not sure how this applies to copyright.

      It doesn't apply at all for copyright, which is a big problem. If something was made after 1930 or so it is probably covered by copyright law. It doesn't matter if the original writer is dead and his estate is unaware that he even wrote it. In Free Culture, Lessig explain how insanely hard it is to make a collection of clips involving Clint Eastwood. You have to clear the copyright for every actor, every script, every piece of music, etc. that is in every clip that you use. Figuring out who owns these copyrights is a huge problem. If you don't figure it out then you leave the door open to getting sued and losing everything you made on the product. Someone could figure out you used a bit of their music 10 years after the product was released and they could still sue you. If it is possible for you to get sued then you won't get insurance. No insurance, no distribution and the project is dead.

      Oh, BTW, it doesn't matter if the person can actually win the lawsuit. Defending against a copyright infringement claim is very expensive and so companies just avoid it altogether.

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
  18. (Tangentially...) by bughunter · · Score: 4, Funny

    (...I'd like to know more about this Butt Zappers game.)

    --
    I can see the fnords!
    1. Re:(Tangentially...) by Anonymous Coward · · Score: 0

      Well kind of like a cross between Defender and the Goatse picture....Oh wait sorry wrong game that's "butt defender".... let me remember, ah yes "Butt Zappers" is like a cross between the Goatse picture and stroker....

  19. Re:Play at your friend's house? Sell a game? Nope. by Tridus · · Score: 1

    I know with Impulse (and it wouldn't surprise me if Steam does it too, haven't tried though), you can archive a game. You could then put said archive on a DVD or a USB key, and you have a physical thing you can carry around to install from. So your steps would be:
    1. Archive game.
    2. Go to Friend's house.
    3. Unarchive game.
    4. Play game.

    But yes, if you want physical media, buying that is better then buying an online copy. That seems to be common sense.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  20. Re:Play at your friend's house? Sell a game? Nope. by Fallingcow · · Score: 2, Interesting

    At least with Steam you can download it as much as you want, so there's that.

    I get your point, though, and now that you just about have to have multiple copies of a game to fire it up at a LAN party I imagine we'll just stick with UT2K4 and earlier, plus L4D (a special case, and something that we'd all been dreaming of for years, so of course we all bought it). Certainly, the bar for buying a multiplayer game has risen since it became impossible or complicated to install one copy on several machines for a quick LAN session, at least among the people I game with. If we don't all want to buy it, there's no reason for anyone to buy it, and only with very rare exceptions (L4D) do any of us do much multiplayer FPS gaming outside our rare LAN parties.

    It's kind of like board gaming, which we also do a lot of. If we all had to have a copy of each game to play, I doubt we'd do it as much, and we'd buy way fewer board games.

    It's a pity none of us can stand console FPS games. The last one we had fun playing (rather than just frustration) was Perfect Dark, which we still break out from time to time. Oh well, there's still SSB.

  21. Return Policies by citking · · Score: 1

    I usually pay for a game if I know I will like it (i.e. tried the demo, played it at a friend's house, etc.) but I am hesitant to pay for anything I can't return if I don't like it. The last game I bought was "Jeopardy!", which, as anyone here who has played it will know, sucks royal ass. Granted, I paid $10 for it at Target but I didn't have the choice of returning it if I didn't like it. So I sucked it up.

    On a game more than $10 I wouldn't pay full price unless I had the ability to take the game, play it for a few days to see if I like it, then return it if it doesn't work out (is buggy, not fun, needs a better graphics card, etc.) I'm not sure if it is the manufacturers who impose this return policy or the stores themselves. I imagine it is a collusion of both. It's a smaller scale on the "return Windows for a refund if you don't accept the EULA" conundrum: Microsoft says it's OK, but you have to take it back to the retailer. The retailer doesn't honor the return because they are losing money. It's a no-win situation.

    --
    "This food is problematic."
  22. GameStop buys PC-games? by iJusten · · Score: 1

    'What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets.

    Somebody please correct me, but does GameStop even accept PC-games? Their policy is (at least where I live) to only buy console games used. And can those even have additional DRM (on top of the normal "must have CD to play" one)?

    --
    Chronologically late.
    1. Re:GameStop buys PC-games? by Anonymous Coward · · Score: 0

      They will, soon.

    2. Re:GameStop buys PC-games? by asdf7890 · · Score: 1

      Somebody please correct me, but does GameStop even accept PC-games? Their policy is (at least where I live) to only buy console games used. And can those even have additional DRM (on top of the normal "must have CD to play" one)?

      DRM does not only apply to PC games.

      It could be applied to consoles just the same now the consoles tend to have online storage (where registration keys and such can be stored) and network connections for the code to contact registration servers over.

      (whether any console games do this yet I don't know, I'm not a console owner at all so have no first-hand point of reference, but it certainly could be done)

    3. Re:GameStop buys PC-games? by twidarkling · · Score: 1

      I'm pretty sure no console game's ever required you to put in a serial number, or install a downloader, etc. Until recently, the biggest preventer of console piracy was everything was on the disc. There simply wasn't a way to put anything on the console, so you had to mod the system to read non-standard discs. With consoles now having storage enough to fit games, you're going to see a huge push for digital distribution so that there's no physical discs to copy, making it insanely more difficult to make a copy, as you'd have to connect your PC to the console, find a way to read the data, replicate it, move it off, then on to the new console, and make it work. However, a large portion of consoles aren't connected to the internet still, so creating a DRM solution that requires an internet connection would absolutely destroy sales, because a chunk of the user-base wouldn't be able to play it. Their only option is to abandon discs and go to pure digital delivery, to try and force people's consoles online.

      --
      Canada: The US's more awesome sibling.
    4. Re:GameStop buys PC-games? by asdf7890 · · Score: 1

      Their only option is to abandon discs and go to pure digital delivery, to try and force people's consoles online.

      Which is why DLC is becoming so common. It is a stop gap - everyone buys the original disc-installed game and those with their consoles hooked up to decent 'net connections can pay for the extra stuff too. As the console-connected-to-the-net becomes the norm full digital distribution (and, as you say, the little bit of IP protection that might come with it) will become the norm too.

    5. Re:GameStop buys PC-games? by KDR_11k · · Score: 1

      The hardware lock is probably way more effective than any online authentication and that's before you consider that many consoles aren't connected to the internet. They do use DRM on downloadable games.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  23. This doesn't make things any better by getuid() · · Score: 1

    Annoying your users with DRM so that they cannot sell their games when they don't want them anymore does not make things better. In fact, it makes things worse.

    I bought it, it's mine.

    As for you: make up your mind what you're selling. If it is the media, then the moment I sell it, it belongs to somebody else. If it's the right to play the game (i.e. the "license"), then you already sold "one right" -- if I make use of it or somebody else should be none of your freakin business.

    Don't try to eat both the egg and the hen at the same time, it's bound to fail.

  24. Ya well by Sycraft-fu · · Score: 4, Insightful

    I think 2D Boy gives publishers more credit then they are due. I think publishers ARE stupid over all. I think they really do think they can win this war. They think "Well if we just keep getting better DRM, we'll find something they can't crack." I think they also believe that DRM does give good ROI, which is to say that the increase in profits is greater than the cost of the DRM. I really believe that most publishers are stupid about this, just like the music publishers.

    The problem is they see these big numbers of copies out there and get dollar signs in their eyes. They think "Man, if we had been paid for each of those copies we'd be RICH!" They are right too. Games are heavily copied. If every person who ever downloaded a copy instead paid for the game, they'd probably make 5-10x the money. What they don't consider, of course, is that not everyone would. There's a lot that people will take for free that they won't take at any price, much less a $50 price. You offer it for free, they say "Yes I'd like that." You want any money for it, they'll pass.

    However, greed is able to short-circuit logic for many people I don't think the people at publishers are any different. They see the money they could be theoretically making and stop thinking logically about it.

    Also the DRM companies push their products heavily, of course. They reassure the publishers "Oh ya, our DRM is really effective it'll get you a bunch more sales but if you DON'T use it, we'll you'll go to the poor house because nobody will buy your game!"

    Personally, I think the numbers on the Bittorrent sites tell the real story. Demigod sure as hell got downloaded a lot, because people were very interested in it. However, Spore got downloaded even more, because even more people were interested in it. The difference DRM had on downloading in that case? Zero. People downloaded if they wanted to.

    1. Re:Ya well by twidarkling · · Score: 1

      The problem is they see these big numbers of copies out there and get dollar signs in their eyes. They think "Man, if we had been paid for each of those copies we'd be RICH!" They are right too. Games are heavily copied. If every person who ever downloaded a copy instead paid for the game, they'd probably make 5-10x the money. What they don't consider, of course, is that not everyone would. There's a lot that people will take for free that they won't take at any price, much less a $50 price. You offer it for free, they say "Yes I'd like that." You want any money for it, they'll pass.

      Ain't that the truth. There's been some games I knew would be absolutely horrible-nasty. There was no way I was going to spend any money on them. But there was the train-wreck factor. So I downloaded it, played for an hour, laughed my ass off, and uninstalled it.

      Then there's been times where a friend bought a game, and I wanted to borrow it. But whoops! It's a CD-Key'd game, and he's already registered it! Key-gen time. No way I'd pay for it, and I'm not sitting on my friend's computer for hours at a time.

      And then there's times I just can't be arsed to switch the disks, so I get the no-CD crack.

      Three different scenarios where it can inflate apparent piracy numbers, but they wouldn't have gained any cash.

      What's more, since you can't rent a PC game, or return it if it's defective, people are more leery of getting a game which may or may not be good. After all, if you open the package, and it doesn't run on your system, that's your new shiny coaster. So how many people use piracy as a free "rental" system? I know my best friend did exactly that. He'd played DoWII every day for 2 weeks, so he went out and bought a legit copy. But that piracy at the start still "counts as a lost sale" in the large numbers they use to support DRM, even though it got them a sale.

      --
      Canada: The US's more awesome sibling.
    2. Re:Ya well by stonewallred · · Score: 1

      I ran a successful business for a long time. The only money/profit I could count was that I made from doing the work. Many times I gave bids for jibs that I did not get, because of my price or other reasons. That was not "money" that I lost, it was sales that I missed. I could not look and say,"Oh, if I had gotten those 10 jobs, I would have made an extra 10K profit." And that is the model game companies use. They think that pirated copies are profits they lost, instead of imaginary money. I can not count the number of games I have torrented, that once I played them, I am glad I did. They either sucked, had flaws or were not my style. Those were not lost sales for the manufacture, they were money saving try before you buy games for me. the best example I can think of is Empire Earth and Empire Earth II. I torrented both of them, liked them, and went and bought them and the expansion packs. If the companies had any sense, they would release demos that were good for 5 to 10 hours of play. That is enough time to get into the game, and figure out if you like it. And most people, after 5 to 10 hours, will be attached enough to go buy the full game. There will still be piracy, but I would bet it would decrease some, and sales would increase with longer, full featured demos.

    3. Re:Ya well by mjwx · · Score: 1

      Games are heavily copied. If every person who ever downloaded a copy instead paid for the game, they'd probably make 5-10x the money.

      I doubt it. First remember that many pirates do pay for the games they like. Secondly piracy is less then actual sales as Stardocks recent debacle with Demigod has proven. If piracy dropped to zero over night then sales would increase by 20% at best, but more likely sales will only increase by 2-5%.

      Also the DRM companies push their products heavily, of course. They reassure the publishers "Oh ya, our DRM is really effective it'll get you a bunch more sales but if you DON'T use it, we'll you'll go to the poor house because nobody will buy your game!"

      Snake oil sales depend on hype and FUD. Stardock has proven that you don't need to lock down everything with ineffective measures to make a successful game.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    4. Re:Ya well by Anonymous Coward · · Score: 0

      You seem to be asserting that publishers mistakenly believe DRM gets them ROI. I find that difficult to believe. Publishers, like any other company, are driven by maximising profit.

      Any company that ignores the actual analysis of the figures for return on investment profits less than those that do the numbers and actually say "is this working? Is it making us money? Is it worth doing?"

      I just don't think that some kind of zealous pro-DRM ideology or generic "stupidity" are more likely than the idea that DRM is getting publishers more money in some way. Surely nobody's that pigheaded in the face of losing actual, real money? After all, at the end of the day, the money is all that a company cares about - that's how the system works.

    5. Re:Ya well by Sycraft-fu · · Score: 1

      Oh I know that. My point was that they are correct in the theory that if every person that downloaded the game bought it, they make like 5-10x the money. I'm not saying such a thing would ever really happen, just that there is in fact a ton of downloading. It is a case of them being right on the fundamental fact, but wrong on the conclusion. For a popular game at least, and perhaps for others too, you will see downloads outstrip sales by a large margin. This is very easy to prove. Thus it is also true that in the event each and every downloader also paid for a copy of the game, you'd make a great deal more money.

      However they then make the logical flaw of saying "Each of these downloads is a lost sale, so we should be making so much more money!" That does NOT logically follow since there is no evidence (and indeed evidence to the contrary) that every downloader would pay for the game if downloads were impossible.

    6. Re:Ya well by JohhnyTHM · · Score: 1

      Spore got downloaded even more, because even more people were interested in it.

      Spore also got downloaded a lot as a protest against the DRM it contained. One friend of mine claimed he had downloaded it over 25 times, and deleted it each time as he had no interest in actually playing it.

  25. Carmel is wrong about one thing (at least) by doug141 · · Score: 1

    "What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets."

    Actually, when a retail buyer can afford only less than full price and bought it at $50 KNOWING ABOUT THE RE-SALE MARKET, then the resale market DOES put money in publisher's pockets, by increasing retail sales. I often bought new $40-50 PC games ONLY because I knew I could sell them a couple weeks later for a $10 loss. I actually MADE money ($30 profit) with San Andreas, having bought when slashdot warned me of the impending sales ban due to the Hot Coffee debacle. I STILL don't have GTA IV, too many issues at launch.

    1. Re:Carmel is wrong about one thing (at least) by drinkypoo · · Score: 1

      That's exactly why an AAC-protected song from iTunes isn't worth $0.99. There's no resale. An mp3 you could still resell, although Apple might not approve it is physically possible. Saving $10 buying a game you don't know for sure that you want from Steam is a pretty terrible deal, too, no matter how you slice it.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Carmel is wrong about one thing (at least) by Capt.DrumkenBum · · Score: 1

      There is no more DRM on music from the iTunes store. Welcome to 2009.

      --
      If I were God, wouldn't I protect my churches from acts of me?
  26. Re:Play at your friend's house? Sell a game? Nope. by vertinox · · Score: 1

    DRM doesn't bother me nearly as much as stuff like Steam and the death of the second hand market. Can you imagine how difficult it will be to bring a game to your friends' house to play?

    Friends? What are those?

    But seriously, when I play with my friends online I don't bother going over to their house but rather meet them online (unless alcohol is involved). Seems more efficient that way.

    Otherwise it really doesn't bother me about the second hand factor of steam.

    I realized I have boxes of games that I'm too lazy to eBay and most of them won't work on Windows XP so I don't know what the point of keeping them around is for. Being able to re-download them after I lost the box or CD key is a plus as well.

    I've actually bought a game or two online because I lost the original packing and was hankering for an oldschool game.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  27. Re:Play at your friend's house? Sell a game? Nope. by Tridus · · Score: 3, Informative

    If you're talking about a LAN party, not all games really require you to buy a copy for everybody. Demigod (most recent example I have) lets you use one copy for everybody on the LAN. It even says you're allowed to do that in the game's manual.

    It seems like it's next to impossible to find out what the policy is before actually buying the game, but some games are friendly towards LAN players. :)

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  28. DRM, the First Week, and Gaming on the Long Tail by GMFTatsujin · · Score: 2, Interesting

    I never buy a game in the first month, let along the first week of a release. Mostly, I'm waiting for the quality of the game to become apparent after some play in the real world, and also I don't like the bleeding-edge prices of new releases.

    Avoiding weird DRM is another benefit.

    After a few days or weeks, the real effects of whatever cockamamie DRM scheme the publishers crowbarred onto the game become apparent.

    After a few weeks or months, applications like Alcohol 120 will adapt so that I can be assured of making backups.

    After a few months to a year, the price starts to dip into my admittedly modest range. By then, I know whether I can keep the game for myself if the company goes out of business, whether I'm facing potential hassle in making my own backups, and whether the game is worth it in the first place.

    After a few years, the game may re-release with digital distributors under no-DRM agreements geared toward truly enthusiastic gaming communities. Witness GOG.com.

    Gaming on the long tail rules -- provided you're not desperate to get hopped up on the Newest, Shiniest Thing.

  29. One Week? by torkus · · Score: 3, Insightful

    Get real. When was the last time a popular game* was released and it wasn't available that day via P2P? In fact you often see them days BEFORE release on P2P already cracked and ready to go.

    I remember when Spore came out the first day or two had something like 30,000 seeders on TPB. Even right now there's about 15k people seeding both the star trek movie and the latest episode of fringe ... and as many people downloading. And this is just ONE tracker. It's actually faster to download the game/movie than drive to the store and buy it half of the time.

    Any software company that deludes themselves into believing DRM stops piracy by any significant amount delusional. It's all about preventing resale...which is still detrimental to the customer. Stupid how a library can rend DVDs, CDs and books but somehow software managed to squeak in such an exception.

    * Excluding exclusively online games (aka WoW, etc.)

    --
    You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    1. Re:One Week? by geekoid · · Score: 1

      Bit torrent doesn't allow you to download anyuthing faster then the size of your pipe.
      So, unless your running 20 MBit, it's probably NOT faster to download then drive to the store.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:One Week? by torkus · · Score: 1

      Actually I have Optimum Boost == 30Mbit. In theory 750MB could be as quick as 3 minutes.

      A 700MB "file" with good seeding will get 1MB/s or about 12 minutes to download. Even if you double that - 25 minutes - it's still roughly as long as a drive to the store.

      Sure, some obscure and poorly seeded files can take forever. Torrents in the 10GB+ range take a while too but...almost anything remotely popular can be downloaded faster than buying physical media with 'overnight shipping'.

      --
      You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    3. Re:One Week? by Anonymous Coward · · Score: 0

      IIRC, Splinter Cell Chaos Theory was not cracked until ~430 days after its release.

      It used the most hated DRM software of all time: Starforce.

  30. Why not just change business model? by Locke2005 · · Score: 1

    Why can't game developers just accept the fact that their software will be copied, and instead adopt a business model that is unaffected by unauthorized distribution of their software? For example, distribute the software for free via bittorrent etc., but charge monthly fees for connection to the servers? The shrink-wrapped software business is dead -- time to bury it. People need online access for patches and updates anyway; it is a safe assumption that 99% of your customer base has at least occasional connectivity to the internet. Also, first-sale doctrine becomes irrelevant if all you are paying for is server access. (There is a related issue that remains -- should accounts be transferable? If I grind a WoW character up to level 80, should I be able to sell it to somebody else?) Sure, there is a side effect that even single player games would require an online login. But I really think the software-as-a-service model makes a lot more sense for games than for businesses. Businesses are as geographically distributed as game players, and you really don't want a third party to have access to your business's data.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Why not just change business model? by Tridus · · Score: 1

      Probably because for a single player focused game, this doesn't work. What do you need to be connected to a subscription server for? Hell, in a single player game, one of the great benefits is that you can play it *while offline*.

      The model works great for a game like WoW, because the client side of the game by itself is basically worthless. It doesn't apply to something like Mass Effect.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:Why not just change business model? by Locke2005 · · Score: 2

      Except that game DRM usually requires you to have the disk physically inserted to play. So if you are playing on a netbook (they don't come with internal CD/DVD drives) or your 5-year old decided to use your disk as a frisbee, then you are screwed. All DRM that doesn't require a physical token to be connected to your machine is defeatable -- you can simply save the entire state of your machine and copy it to another similar machine. The DRM that does require a physical token sucks because, well, because it requires a physical token, which can be misplaced, stolen, or broken. Case in point: I installed The Sims 2 on a macbook in the (licensed copy of) Windows XP running under Parallels. It let me install the game, but refused to play. Why? Because Parallels virtualizes the CD drive! So because of DRM, I can't play a game which I have every legal right to play. As I've said before (about Sony's OpenMG): "The purpose of DRM is not to keep you from copying the content. The purpose is to make you pay for the same content over and over again." E.g. every time you sell, lose, or upgrade your current hardware.

      So, should single player games simply have no DRM at all?

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    3. Re:Why not just change business model? by twidarkling · · Score: 1

      I think that could work as long as there was a way to play single-player games with no internet connection. Even Steam allows you to play in offline mode for a period of time.

      --
      Canada: The US's more awesome sibling.
    4. Re:Why not just change business model? by stonewallred · · Score: 1

      Actually, this is not true. i got tired of playing WoW and stopped my subscription. After a couple of months, I thought about playing again, but got sidetracked and did not. When it finally did cross my mind, I checked into running my own private server. It was remarkably easy, and now I play WoW by myself, or with friend if they want to connect and run some together. The good thing is no idiots, no bots, no monthly fee, no pointless grinding to get gold.It is lonely out in the barrens at times, grinding those damn birds looking for the deviant fish recipe, but on the whole I enjoy it more playing alone than with a bunch of kids crying and flapping e-peens. I never have been into the big raids and such, so the inability to do more than five man raids doesn't really bother me.

  31. Re:Play at your friend's house? Sell a game? Nope. by drinkypoo · · Score: 1

    Steam only allows the creation of "backups". These are NOT BACKUPS. When you reinstall one you must connect to Steam to have both Steam and your backup "blessed" before you can use them. This is not a problem in your chosen example, but when Steam goes away (nothing lasts forever) then all those steam backups will be worthless. Valve has pledged to release patches to make them not worthless, but odds are that when Valve goes out of business they won't have the ability to make such a decision.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  32. Gamestop and Used Games by sexconker · · Score: 2, Informative

    "What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets."

    Really?
    Last time I checked, Gamestop sells used games a day or two after they come out (at $60) for $55.

    And I haven't seen a PC game or peripheral (new or used) in a Gamestop in ages.

    1. Re:Gamestop and Used Games by DreamsAreOkToo · · Score: 1

      I wonder how much game makers would make if they started selling at $30.

      I know I haven't been buying *shit* from VG makers for years, despite being an avid gamer, because of the prices. I wait until the used copies hit $20-40 (depending on the game) and grab one of those.

    2. Re:Gamestop and Used Games by sexconker · · Score: 1

      They'd make less, I'd guess.

      PC gamers (and console gamers to a lesser extent) will still get the infinite 100% discount by stealing.

      Most people who are okay with buying used (I avoid buying used since you often don't get the original case, the instruction manual, a disc without gashes/semen on it, etc.) will still buy used and get a discount.
      If the primary point of contention for deciding whether or not to buy something is price, then the bulk of sales will be done at the lowest price available (the used market) as long as the savings (a few bucks) outweighs the issues of buying used (most people don't give a shit about manuals/cases/etc.).

      What publishers do now is fucking disgusting.
      We've got the "next gen tax" where games now cost $60 instead of $50. (Rising development costs? If that were true we should be seeing better games.) Then, they slap on the significant "extras" (that were already done and would have been included on the fucking disc if they were honest, or were made later and should be free) for $10, and on top of that try to sell you costumes for your sack boy or Chun Li at $3 a pop.

      To get the full game that would have cost $50 a few years ago, you'll end up paying $80. Over $100 if you want the collector's edition that comes in a metal case and has a sticker.

  33. Re:Play at your friend's house? Sell a game? Nope. by James+Skarzinskas · · Score: 3, Informative
    Your post rubs me as starkly disingenuous.

    The Steam hate might have held some ground in 2002/03 while angry Counter-Strike players still clung to WON.net, but times have changed. Unless you're regularly blowing all of your monthly bandwidth on torrenting "linux isos", you can stomach a Steam game download or two with even the most draconian ISP.

    "It's XXXXXX and XXXXX. My credit card's on that account, don't use it to download a bunch of games like you did last time, okay bro?"

    Steam doesn't persistently store your credit card information. I'd be weary of any digital delivery service that did.

    "Can you imagine how difficult it will be to bring a game to your friends' house to play?"

    Okay, okay, let's just say your pal doesn't want to waste the bandwidth or time on downloading; that's fine. So, I don't know - as difficult as opening Steam up, navigating to "Backup games", burning it to a disc and walking it over? Personally, I can't imagine a mortal among us to tackle this Herculean errand.

    "Wait a minute, I don't have any room on my hard drive left."

    Gone are the days of juggling CDs and game installations to ensure you have 100MB of space left in order to pay tribute to the Windows 95 swap deity. If you're using an even remotely modern HDD of an even half-acceptable size (heck, even grandma's new HP for checking chain e-mails and visiting smileycentral comes with a 300GB drive these days), yeah, if you don't have enough space to install something from Steam? Not only are your computing practices more than likely idiotic to begin with, but you can most certainly deal with uninstalling some junk. Or hell, you've just proven you need it - so go buy a second HDD.

    But you know what? The fact is, Gabe Newell, Valve co-founder, has gone on record mocking conventional DRM and stated, paraphrasing, that the mission of Steam is to make buying games, storing games, and accessing games easier and more convenient for the customer. Their content servers are widespread, well-maintained, and frankly - your aside about the "Butt Zappers server being slammed" is moot. Even the dreaded Slashdot phenomenon is a drop in the pond to Steam's full throughput. The recent roll out of of Left 4 Dead and Team Fortress 2 content packs have proven testament to this.

    The only real complaint of yours that stands is with respect to re-selling your games - but really, tough shit. It's probably the only real remaining trade-off of digital delivery, so just consider that you're trading resale value for a few dollars in publishing costs the next time you buy a Steam game a bit cheaper than the brick and mortar box cost.

    As a final note to answer any forthcoming "but, but, but, what-if!?" conjecturing, Valve has stated repeatedly that in the event they close up shop, a means for us customers to retain our purchases will be provided. If you have to crusade against digital delivery, don't go after Steam.

  34. Becuase after all, who cares about resale value? by The+Cisco+Kid · · Score: 2, Insightful

    I mean, carmakers worry about it enough to *advertise* their car's historical resale value (well, if its good, eg Honda).

    Granted, I suppose 'gamerz' probably dont worry *quite* as much about resale value when deciding to buy a game as someone buying a new car, but with the way the economy is going, they might start doing so more and more.

    Just like companies that don't offer support (even documentation) on older products becuase they don't sell them anymore - no concept whatsoever that resale value might affect the price the market is willing to pay for new products.

  35. Shareholders. by asdf7890 · · Score: 2, Insightful

    Yes, trying to kill the second hand market (both the friend handing over a game they no longer play and the selling-on-to-recoup-some-cash parts of that market) is the publisher's primary reason for DRM, there is another factor that many seem to forget about when it comes to piracy/DRM.

    That factor is shareholders and other investors. The developers and publishers know that DRM essentially does nothing most of the time and is in fact sometimes a cost (if the time cost of wiring the DRM deep into the game, as some do, is greater than the small or zero amount not lost in sales), but do they want to spend an age explaining that to the mugs who pony up the venture capital.

    When an investor asks what you are doing about people copying your games "there is nothing we can do" is not an answer that will go down well.

    1. Re:Shareholders. by FerociousFerret · · Score: 1

      When an investor asks what you are doing about people copying your games "there is nothing we can do" is not an answer that will go down well.

      That's why they wouldn't say "there is nothing we can do", and instead talk about the negative ROI on the cost associated with DRM in not only the sunk cost for the DRM itself but the increased support costs and any other factors they can throw in. The cost of adding the DRM is a known cost. The cost of "lost sales" are all speculation with reports of varying dollars associated with it; some big, some small, but none verifiable. Increased support costs can be estimated based on past call history if they have that kind of data. The point is, a valid argument can be made to any investor that thinks they know more about the business than the game maker.

    2. Re:Shareholders. by asdf7890 · · Score: 1

      The point is, a valid argument can be made to any investor that thinks they know more about the business than the game maker.

      Making a valid argument and getting it listened too are two entirely different things though. If said investors have already been indoctrinated with the mantra of certain lobbying groups who need not be named here then they may just see that valid argument as naive or just plain wrong Remember: they probably spend a fair chunk of their work time listening to pitches and cost analyses that sound good but are actually complete hogswash so they'll screen most of it out as a reflex action. If that is the case then they are likely to take any cost analysis you put forward with a massive load of salt as it will disagree with what they've been told elsewhere and with what most other game shops/distributors are currently doing. Yes if you argument is correct, and your figures are water-tight and back it up, the best will see it from a distance, but the best are not the majority as many got where they are today by luck as much as judgement (mentioning no investors I may have met in the past in particular!).

  36. What second-hand market? by Anonymous Coward · · Score: 0

    I have never seen a proper legal business that will buy PC games, much less sell them back to the general public.

    Where can I find such a place? I would much rather support local business than pirate.

    I won't even get in to what happens when you try to return an opened game to a brick and mortar store..

    1. Re:What second-hand market? by julesh · · Score: 1

      I have never seen a proper legal business that will buy PC games, much less sell them back to the general public.

      Where can I find such a place? I would much rather support local business than pirate.

      Don't know about locally to you, but I have a CEX nearby: http://www.cex.co.uk/products/gaming/pc%20gaming/

  37. So, in other words... by Anonymous Coward · · Score: 1, Interesting

    So this isn't so much about preventing piracy as it is about circumventing the first-sale doctrine?

    No sympathy. If this is really the goal of such DRM systems, then their authors should go to jail. The first-sale doctrine is too important to allow to be subverted in this manner.

  38. As Jon Stewart Pointed Out by Greyfox · · Score: 3, Insightful
    With the resurgence of actual piracy off the Horn of Africa, people who copy games off the internet will be demoted to their old classification: Thieves.

    Case in point:
    Fire hoses do not work against pirates equipped with rocket propelled grenades.
    Fire hoses have not be tested on thieves. EA may be working on the technology.

    DRM has not been tested on pirates. The Coast Guard may be working on the technology (You pirate, you can no longer listen to your ipod! Bwahahaha!)
    DRM does not work on thieves.

    Shooting them in the head works on pirates.
    Shooting them in the head is against the rules of engagement for thieves in this class. EA may be working to change that.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:As Jon Stewart Pointed Out by h4rr4r · · Score: 1

      I actually saw that joke in an episode I downloaded. I pay for Comedy Central so how does it matter if I download it and watch when I want or dvr it?

    2. Re:As Jon Stewart Pointed Out by CodeBuster · · Score: 1

      Shooting them in the head is against the rules of engagement for thieves in this class. EA may be working to change that.

      Well, there was the You Gotta Shoot 'Em in the Head quest in Fallout 3.

    3. Re:As Jon Stewart Pointed Out by MostAwesomeDude · · Score: 1

      Ooh, I saw that on that episode of the Daily Show I watched online!

      --
      ~ C.
    4. Re:As Jon Stewart Pointed Out by geekoid · · Score: 1

      "Fire hoses do not work against pirates equipped with rocket propelled grenades. "
      Doesn't that depend on what's coming out of the hose? I mean if it's actual fire, I bet it would stop them.
      Acid as well.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:As Jon Stewart Pointed Out by Anonymous Coward · · Score: 0

      Shooting them in the head is against the rules of engagement for thieves in this class. EA may be working to change that.

      I think the Bush administration already took care of that one, without EA's help.

  39. Market economy? by Corson · · Score: 1
    But who determines that a copy of the game is worth $50 rather than $35? This is the center of the piracy issue, yet it is never discussed.

    In a real market economy then there would be a process of price negotiation between seller and buyer. "Negotiation" is the key concept here. The "market" was originally a place where seller and buyer sat face to face negotiating the price of an item. There is virtually no negotiation in the "market economy" today. I know corporations that preferred to go belly up rather than lower the price of their products. It costs next to nothing to clone a DVD, or even some small electronic devices. Instead of adapting to the actual demand by lowering prices, companies prefer to alienate their customers with DRM.

    Intellectual Property (IP) is a new form of property that is here to stay. Therefore, so are IP protection and DRM. Unfortunately, what we see most often is abuse, from both camps.

  40. Reasonable Copy Protection by Anonymous Coward · · Score: 1, Interesting

    In predominantly client-server based multi player games there is no real need for copy protection mechanisms as the account you are playing with is ultimately under the control of the provider. You can install the game on a thousand systems but without that account token you're unable to play the game.

    For software aimed predominantly at a single users or users within a small LAN however (RPGs, Racing Simulators, etc) there is definitely a need for at least basic copy protection to prevent trading between players. Not that long ago (5-10 years?) the original installation media was generally considered prohibitive enough for the average user. These days with near zero day cracks and widely distributed and easily cloned installation media it just isn't.

    I think most people can reasonably see the need for these protections to be in place and most understand the implications of downloading and using pirated software. The question is simply where the line is drawn for the obtrusive and sometimes downright malicious DRM in software today.

  41. The Problem with the "First Week Argument" by sehlat · · Score: 1

    Basically, the mania for "restrict the hell out of it at release" appears to be driven by a desire to get as many "sales" as possible early on. Later on won't matter as much because there's a spike in sales followed by a trail-off over a period of weeks to whenever.

    Fine.

    But... as with "Spore" and other games, if the legitimate customers are inconvenienced, they scream to high heaven and, as noted elsewhere, that has a direct impact on sales and the game's reputation. I was planning on picking up "Spore" right up to about a day after it was released and the screams had started. Scratch one sale.
    Ditto with "Sims 2."

    Does the term "blowback" say anything to market-droids?

    1. Re: The Problem with the "First Week Argument" by residieu · · Score: 1

      If sales are poor enough, they have to give their blow back?

  42. Not using DRM is good. by RulerOf · · Score: 1

    World of Goo has no DRM.

    I found that that, coupled with the gameplay I had sampled on my counsin's Wii, was enough to compel me to purchase it.

    Granted, the fact that it cost $5 more, direct from the publisher, to purchase for my PC than it did to purchase for the Wii, was almost enough to compel me to turn back around and steal it.

    In the end, I just ended up installing it on every computer I own, and figured I got my money's worth. WoG and Crayon Phyisics are the only games I've bought in recent memory that charged a fair price, and the only ones that didn't bullshit me with DRM.

    --
    Boot Windows, Linux, and ESX over the network for free.
    1. Re:Not using DRM is good. by CastrTroy · · Score: 1

      Just a guess here, but they probably made it cheaper by choice on the Wii, because it's tied to the console you bought it on. There's DRM inherent in the WiiWare system, so they probably opted to sell it for cheaper.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Not using DRM is good. by RulerOf · · Score: 1

      While you could argue that the presence of DRM in WiiWare devalues the product, meaning it should cost less, I think you'd be reaching.

      I suspect they're playing the market to compete with other WiiWare titles, though I could be wrong... I don't know how much WiiWare stuff averages in price. Nonetheles, the practice is a little slimy.

      However, to say that the developer is implying that, due to my choice of platform, I should pay more than someone else is beyond insulting to me as a customer... so at the very least, I hope you're not right.

      --
      Boot Windows, Linux, and ESX over the network for free.
    3. Re:Not using DRM is good. by BikeHelmet · · Score: 1

      If you buy the PC versus, you get the Linux/OSX versions at no charge.

      If you want it cheaper, buy it through a service like Steam. I picked my copy up for $13.

    4. Re:Not using DRM is good. by BikeHelmet · · Score: 1

      version*. Blah. Spelling mistakes. :P

    5. Re:Not using DRM is good. by stonewallred · · Score: 1

      I bought 3 copies, after I downloaded it via a torrent to see what it was about. Kept one, gave one to my mom and one to my GF for her computer. I am not thrilled with the game, it has some flaws, but the price and lack of DRM made change my normal habits and buy the thing, three times. Kudos for 2D and their stance against DRM.

    6. Re:Not using DRM is good. by centuren · · Score: 1

      If you buy the PC versus, you get the Linux/OSX versions at no charge.

      This is a big deal for me. If a game is available for all three operating systems (from the same company, not ported), I want to have access to all three at purchase. In my experience this is where online purchases have been successful, as my account allows download for a game on whatever platform it's available once I've bought it.

      It's not a matter of having 2 or 3 copies of the same game to me, it's a matter of continuous game play. If I really get into a game, I'd like to keep playing it if I'm going to be away from the house for a few days and will just have my laptop. Since I don't dual boot on my Macbook, that means having an OSX version. Of course, for this to work out properly, there needs to be a good way to transfer my saved games over, which is often harder than it should be.

  43. We had to destroy the village to save it by Anonymous Coward · · Score: 0

    They know that DRM doesn't work against piracy

    Yeah, but do they know that it also prevents sales from happening at all? You're so worried that I'll buy it used for $35 instead of new for $50, that you forgot you at least got that initial $50 from somebody. But when you DRM, that initial $50 doesn't happen.

    I haven't bought a copy-protected/DRMed game since the 1980s. But I bought some not-DRMed stuff from id in the 1990s and a shitload of not-DRMed stuff from Loki a few years back.

    I'll admit, I haven't been gaming lately. So maybe I'm not your market anymore. But keeping me from ever becoming part of your market, saying "no, I don't fucking ever want your stinking money, you infrequently gaming assole" just can't be a good idea. If I ever wanna get back into it, I'm certainly going to research the titles I'm interested in, first. If not DRMed and doesn't require some weird server connection for a single-player game, then answer is: buy. If DRMed, then answer is: pirate ro do without.

    Money or no money, take your pick. DRM means no money.

  44. Re:Play at your friend's house? Sell a game? Nope. by tepples · · Score: 1

    If you're talking about a LAN party, not all games really require you to buy a copy for everybody.

    Other than Starcraft and Demigod, do you know of a list of PC games that allow such "spawned" installations?

    But even with games that do allow "spawned" installations, you can't count on having as many PCs as players, especially if the players are still in K-12 school (I babysit) and can't bring the family PC.

  45. What if car makers had this line of thinking? by sheoncehadme · · Score: 1

    Lets see, when you buy your new car (because thats all you can buy), you have to have the dealer take your dna and finger prints, just about any vitals you have. Then you, and only you can, drive your car, of course after scanning your thumprint while sitting in the chair and putting a piece of your hair in the slot for analysis. mmm.. sounds fun and easy.. Now lets look at the gamestop reasoning. If the car manufacturers followed this logic, there would be millions/billions of dollars lost in the (now defunct) used car sales business. Most people wouldnt be able to own a car because they cannot buy used and new is too expensive. Everyone that was able to afford a new car would drive it until it isnt driveable anymore because its too expensive to buy a new one and you cannot sell your old one to make up some of the original cost. In doing that, the car makers will then not have near the demand they once had. to me, this whold doing it to stop the used game sales market is just as much bull as anything else. there have always been "warez" and will always be "warez". Make a good product and it will sell, make a mediocre one and you may break even. Its quality of product that dictates sales, not how easy it is to "pirate"

  46. Re:Play at your friend's house? Sell a game? Nope. by tepples · · Score: 1

    when I play with my friends online I don't bother going over to their house but rather meet them online (unless alcohol is involved).

    If your family has taken a trip to another state for an extended family reunion, or if you're still under 15 and you're at a babysitter's, you might not have a choice to stay at home and play online. I run into both issues: I babysit, and I handle the video games at my family's annual party. The only alcohol involved is the isopropanol solution that I use to clean game cartridges.

  47. Tough nuts by Anonymous Coward · · Score: 0

    I'm sure GM is pissed about the lost sales happening at every used car lot in the nation.

  48. 5 GB cap by tepples · · Score: 1

    Unless you're regularly blowing all of your monthly bandwidth on torrenting "linux isos", you can stomach a Steam game download or two with even the most draconian ISP.

    Imagine an address more than 2 miles from the nearest DSLAM and not in any cable TV company's territory. So the only connections that get more than 0.05 Mbps are satellite and 3G. Both tend to have caps on the order of 160 MB per day, which is fine for WiiWare but not for bigger PC games.

    1. Re:5 GB cap by Cornflake917 · · Score: 1

      Both tend to have caps on the order of 160 MB per day, which is fine for WiiWare but not for bigger PC games.

      That has to apply to a very small minority of people (especially game players) though ,and they are more than welcome to stick to the Wii and avoid Steam all together. I highly doubt Valve is trying to appeal to this type of customer. Hell you could probably break that cap playing WoW for a few hours.

    2. Re:5 GB cap by greed · · Score: 1

      I dunno... that far out of town, what else are you going to do but play games?

      And aren't the Americans always going on about how it's OK that their DSL and 3G coverage is so horrible _because_ there's such a large proportion of the country that is sparsely populated?

    3. Re:5 GB cap by brkello · · Score: 1

      Oh sheesh. Stop making up scenarios that apply to .001% of the population (the ones that are in your scenario AND actually care about gaming using downloads). Besides, Steam isn't the only option out there. For those people they just don't use Steam. Making up a strange scenario that probably would never happen is not a counter argument to Steam.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:5 GB cap by brkello · · Score: 1

      Uh, probably farming and drinking a lot of alcohol.

      --
      Support a great indie game: http://www.abaddon360.com
  49. Re:Play at your friend's house? Sell a game? Nope. by socrplayr813 · · Score: 1

    As drinkypoo said, Steam is not a straight backup.

    I haven't used Impulse's archive feature, so I'm not sure if the archives are completely separate from Impulse itself (I'll take your word for it), but my experience with Sins of a Solar Empire is that I can simply copy the game folder directly out of Program Files to another computer and run it without hassle.

    --
    The confidence of ignorance will always overcome the indecision of knowledge.
  50. so.... by night_flyer · · Score: 1

    The would rather punish GameStop for selling a used copy of a game? If DRM doesnt work, and they drive stores like GameStop out of business, then they will just drive MORE people to download cracked games...

    --


    Thanks to file sharing, I purchase more CDs
    Thanks to the RIAA, I buy them used...
    1. Re:so.... by Yosho · · Score: 2, Insightful

      The would rather punish GameStop for selling a used copy of a game?

      Yes, actually. Game publishers make zero money from the used game business; in fact, they perceive the sale of used copies as the loss of a sale of new copies that would have otherwise occurred. If the game publishing industry could make it illegal to sell used games, they would do so in a heartbeat.

      If DRM doesnt work, and they drive stores like GameStop out of business, then they will just drive MORE people to download cracked games...

      That doesn't really make sense. While GameStop makes the majority of their profit from used game sales, they're far from the only game retailer. If GS dies because they can't sell used games, people who are willing to buy a game will just go to Best Buy, or Wal-mart, or Amazon, and pick up a new game there. The only people whom that will make download cracked games are the ones who aren't willing to buy new games in the first place -- and the publishers don't care about those people because, again, they're not making any profit off of them.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  51. Stop making is hard to buy games! by harl · · Score: 1

    DRM, by definition, only effects legitimate customers. DRM causes problems. It is well documented that DRM sometimes causes legitimately purchased games to not work or to cease working.

    Thus what the game companies are basically doing is making it harder for us to buy their product. Making things hard to buy is generally counter production to selling things.

    --
    I find being offended by me offensive.
  52. Ok, they "contend" by DaveV1.0 · · Score: 1

    So, now let's see them back up their contention with facts and evidence.

    Now, I will wait for the koolaid drinking anti-DRM fanboys to mod me down.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    1. Re:Ok, they "contend" by Creepy+Crawler · · Score: 1

      TPB are potential buyers. For our reasons, they might have even bought before. The key is we just dont know.

      Assuming we want more money, how do we attract these people to pay for our product?

      Do we sue? We might get a judgment, or the suit might 'warn' others. Or they could be judgment-proof or just not care. By then though, you alienate users that either have bought or gettng ready to buy.

      Then we have a class of users who want goods and the companies refuse to bring them. There's a lot of 'limbo' books, music and movies that have no delineated owner. Piracy is the best option here because no money's made anyways.

      And going by your prior posts, you're a copyright lover. Remember that copyright is supposed to serve us as a people. When it's not is a sign or either steep reform or to trash the whole idea.

      --
  53. On handhelds, or in the country? by tepples · · Score: 1

    Imagine paying a "small monthly fee" for say GTA-IV, or a library of GTA games.

    But how often would a PSP, DSi, or iPod Touch on such a plan have to reactivate at a Wi-Fi hotspot? And how much would it cost per month to upgrade the home Internet connection from dial-up to satellite or 3G to make this happen?

  54. He ALMOST gets it... by SanityInAnarchy · · Score: 3, Insightful

    It's not even that he's unaware of DRM-free iTunes. If that were the only problem, I'd be quite happy to inform him of an opportunity that I simply don't see being exploited right now:

    Purely web-based purchasing, with an open API.

    Amazon MP3 is pretty cool. Better than iTunes, because I can use any program I want to play the music, and because there's a Linux client, I've now set my mother up to purchase music that way, and have it automatically imported into Amarok.

    But it could be so much better.

    Purely web-based would mean no client I have to download and figure out. An open API, or even a decent enough web interface, would mean I could write an Amarok plugin -- be able to listen to a preview, and buy it right there, just like (I assume) iTunes does. Others could write Songbird plugins. It's possible they could even make a deal to incorporate it into iTunes.

    Protection would be relatively easy: Just a temporary URL, and it'd be about as good as Amazon MP3 is right now.

    The problem is, of course, that he doesn't get it at all.

    A lot of people thought Sony's content download service was doomed, but it's in a pretty good place right now in the form of the PlayStation Network, available to PS3 users for network gaming, video, etc. The DRM is based on Marlin, an open scheme developed by consumer electronics companies and other companies.

    So close, and yet so far...

    So, I'm guessing to this guy, "open" is just a buzzword. He seemed to have a basic grasp of what it means, and then he went and claimed a DRM scheme could be "open".

    --
    Don't thank God, thank a doctor!
    1. Re:He ALMOST gets it... by Kalriath · · Score: 1

      It is open.

      To its developers.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    2. Re:He ALMOST gets it... by pacinpm · · Score: 1

      Amazon MP3 is pretty cool. Better than iTunes[...]

      "Please note that AmazonMP3.com is currently only available to US customers."

      At least iTunes are available outside US.

    3. Re:He ALMOST gets it... by cluke · · Score: 1

      Amazon MP3 is available in other countries, you just have to go through the local website, eg http://www.amazon.co.uk/mp3

      I guess they just want to stop you shopping around different countries for the best price, which would be pretty good for downloadable content as delivery costs aren't a factor.

    4. Re:He ALMOST gets it... by pacinpm · · Score: 1

      Well, in my case it won't work. There is no www.amazon.pl.

  55. Sell games for less... by ShrimpBoyTheQuick · · Score: 1

    I work in a game company... The problem is not that they don't sell games, the problem is that they want to sell more and make more money... The real problem is the price... Sell it for less, let's say 5$ to 20$... But they won't make enough money you could say and Nintendo, Sony and Microsoft take a part of the game price so it's less money for the studios... First, a CD is less than a buck to print... Second, it's entertainment... Ok then... Turn piracy into honnor quest... I would be a real douche if I pirate a game that cost only 10$... I think that if you sell 1000000 more copy of a game because it's cheaper and you provide downloadable content, everything will be fine... You have no honnor if you pirate a 5$ game because if you really want it, you can pay for it and brand new, but you're 15 years old and the game cost about 60$, it's another game (pun intented)! Imagine the time required to cut enough lawn to buy 1 game and have some fun elsewhere than in the living room (girls, chips and chocolate are important too)... The trick here is maximum 20$... I don't think 20$ is a huge amount of money... I can lose 20$ and don't bother... but I cannot lose 50$ and don't bother... So make it more like buying a bag of chips because it's only entertainment... It will probably be boring in two weeks anyway... Choose wisely... Get people entertain and make money... or... Get people angry and go to war to make money... Will they ever learn?

    1. Re:Sell games for less... by DamienNightbane · · Score: 1

      lern2english

  56. Re:Play at your friend's house? Sell a game? Nope. by CastrTroy · · Score: 1

    Not sure of any recent games. But Command and Conquer used to come with 2 CDs specifically for this reason. Give one to a friend, and you could play on modem against eachother.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  57. Re:Play at your friend's house? Sell a game? Nope. by Gizzmonic · · Score: 1

    The Steam hate might have held some ground in 2002/03 while angry Counter-Strike players still clung to WON.net, but times have changed. Unless you're regularly blowing all of your monthly bandwidth on torrenting "linux isos", you can stomach a Steam game download or two with even the most draconian ISP.

    Well, I'm not specifically targeting Steam, but game sizes are ballooning while ISP download caps are getting more draconian. You can't gloss this over, it's a problem that's only going to get worse. And anti-Net Neutrality deals between console manufacturers and ISPs are likely on their way, (for example: Xbox counts against the cap, PS3 doesn't) which means your choice of console could be affected by which ISPs are available in your area.

    Steam doesn't persistently store your credit card information. I'd be weary of any digital delivery service that did.

    Then you should be wary of Xbox Live and Playstation Network. You have to give out your Live or PSN login to download DLC to another 360/PS3. Which means whoever has the info can abuse your credit card, get you kick/banned off servers, etc.

    Okay, okay, let's just say your pal doesn't want to waste the bandwidth or time on downloading; that's fine. So, I don't know - as difficult as opening Steam up, navigating to "Backup games", burning it to a disc and walking it over? Personally, I can't imagine a mortal among us to tackle this Herculean errand.

    Irrelevant to console games, but I will note that I have seen some big screwups with Steam firsthand-including refusal to play a single player offline game in the same house when someone was playing an online game at the same time.

    Gone are the days of juggling CDs and game installations to ensure you have 100MB of space left in order to pay tribute to the Windows 95 swap deity.

    Again, irrelevant to console games. Especially to the $360, where Microsoft deigns to charge $100 for a 100 GB drive.

    As a final note to answer any forthcoming "but, but, but, what-if!?" conjecturing, Valve has stated repeatedly that in the event they close up shop, a means for us customers to retain our purchases will be provided. If you have to crusade against digital delivery, don't go after Steam.

    I can guarantee if that happens, it won't be up to them. If you want to put your all your eggs in one basket, that's your choice. But again, this isn't primarily about Steam. It's about the future of consoles-a future that will be download only, whether the consumer likes it or not.

    --
    (-1, Raw and Uncut is the only way to read)
  58. When you deactivate by Anonymous Coward · · Score: 0

    Can you sell the game on and the new owner activate the game anew? And can HE do the same? And can the seller next?

    And when there is no activation, will the game still install?

    Make activation give benefits to the one activating it but don't make it require activation to use.

    1. Re:When you deactivate by Endo13 · · Score: 1

      The game serial is tied to an account. This comes into play *only* for online play, and *only* when you're using their hosting servers. And even then, you can have two PCs using the same serial/account online (on their servers) simultaneously, and you can deactivate the serial from the account, allowing it to be registered with a different account. To my knowledge, that can be done as many times as you like. Also, you can do direct IP address connections online or on a LAN without involving their servers, activation, serial, anything Startock at all and on as many computers as you like. This (obviously) will continue to work even if they disappear.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  59. Game companies deserve it, high time ... by blahplusplus · · Score: 2

    ... more should be expected more from game companies. Many classic games no longer work and people have to use emulators like DOSBOX, etc. Not to mention a lot of defunct 3D accelerated games that no longer work properly (older 3D accelerated versions of mechwarrior 2 comes to mind).

    There is no good reason for software to break down at all given all the talent and interest in saving many classic games. I'd really like it if the industry extended a branch to some of their fanbase of whom many also work in the industry or related industries and if not, are heading in a similar direction via hobby, or looking at it in the future as a professional career.

    There should be very little reason why people have to go to www.gog.com to rebuy games they've already long since purchased. I wouldn't mind paying a small fee monthly for maintenance of a catalogue of old games personally that kept them updated and working as hardware evolves and changes.

    That might be asking too much, but the quality we get out of the software entertainment industry is pretty crappy these days if one looks past the flashy graphics. Broken AI and unfinished product is the norm rather then the exception.

    1. Re:Game companies deserve it, high time ... by pandrijeczko · · Score: 1

      The major reason why old games no longer work is not really the fault of the games companies but more to do with changes in hardware and OS upgrades - although I do accept that if 95% of the worlds' population is running an OS in which an old game doesn't work, then something positive should be done about it.

      The best solution is for the games company to release the source code to the Internet (like ID have done with Doom and Quake) so that the programming community can update the games engines. They don't even have to release the game data (levels, textures, etc.) free of charge - hand it over to gog.com to sell at the kind of prices it's doing at the moment so we can download updated engines put pay for the data files if they need them - or just get them off of the original CD they bought.

      Incidentally, you don't have to rebuy games from gog.com. Don't get me wrong, they're doing a sterling job and if you want to play old games without hassle, then paying for one of their games packages is a great thing. But not having bought anything on there yet myself (I have the original CDs of most of the old games I enjoy playing), as far as I know all they are doing is packaging up each game with a pre-configured DOSBox environment (if required) so that you don't need to do it yourself. But if you like fiddling about with config files (like me) and Googling for answers, you can do it yourself.

      But otherwise, you are correct. Many old games were patched a few times to fix bigger bugs in them but that's not to say that it wouldn't be good to see some continued enhancements to things like AI, etc.

      --
      Gentoo Linux - another day, another USE flag.
  60. DRM is Digital Restriction Managament by LinuxOverWindows · · Score: 2, Interesting

    DRM is a horrible idea, it doesn't really serve a good purpose. I spent time last year studying about DRM for college project and all my findings point it being useless.

    Besides preventing certain media players from being able to play certain music files or preventing DVD's from being able to run on different Operating Systems, DRM fails to make a proper case with digital media.

    I don't think allowing open copying of commercial DVD's is a good idea but I also don't think blocking music files with a DRM is a good idea. There is no need to eliminate the idea of DRM but I think we have to put a logical cap on how we use DRM.

    One of the biggest problems with DRM is OS support. Windows and Mac deal with DRM fine, but Linux and Unix don't cope well with DRM. I think if were going to allow DRM to live then we need to make sure it works 100% across all platforms. and not only on the most used platforms.

    In the end DRM serves really no good purpose. DRM is really only a way to introduce problems into media and the Operating Systems that have to work with the media.

    Thanks
    Docmur

    1. Re:DRM is Digital Restriction Managament by LordVader717 · · Score: 1

      DRM on software is inherently very different from DRM on media files. An audio file follows specification standards and can be encoded in a variety of formats, from any source.
      Computer code OTOH is unique and specifically designed for certain systems. If you can't completely crack the DRM, you won't be able to run the program.
      Example: Everyone knows how to copy a ripped MP3 from a P2P network to their iPod, but actually breaking the DRM on iTunes was only possible for brief periods before Apple stamped them down.

    2. Re:DRM is Digital Restriction Managament by LinuxOverWindows · · Score: 1

      Software should need to be locked down, the only good way to make software is from the open source method.

      Whats wrong with DRM free software, seriously, it has the potential to be more secure, more stable and better platformed. I just don't see the point on having a DRM on software, can anyone make a good argument towards DRM on software.

      some of the best software more so games are DRM free, lets look at the classics, Commander Keen, Chips Challenge, even Quake. Where does DRM actual help that's my question.

      Thanks
      Docmur

    3. Re:DRM is Digital Restriction Managament by LinuxOverWindows · · Score: 1

      sorry that was software shouldn't need to be locked down. Sorry I had to make that correction

    4. Re:DRM is Digital Restriction Managament by LordVader717 · · Score: 1

      I just don't see the point on having a DRM on software, can anyone make a good argument towards DRM on software.

      To enable a business model. The modern games industry as we know it was created when Nintendo released the heavily "DRMed" NES, making games became much more profitable. This allowed for bigger budgets and more progress.

      some of the best software more so games are DRM free, lets look at the classics, Commander Keen, Chips Challenge, even Quake. Where does DRM actual help that's my question.

      The quality of the software is completely unrelated. What you show is that (some) very old games didn't have any protection. This was also a time when development was cheap. But developers started switching to consoles, mainly because of their strong DRM, and enjoyed many more sales.

  61. Re:Play at your friend's house? Sell a game? Nope. by brkello · · Score: 1

    Umm, your scenario makes no sense. If you are going to play PC games at your friend house, you take your PC and have a LAN party. If you are going to play console games, they already have the game, or you do, and you go over there and play it.

    Your Steam scenario doesn't exist and is, quite frankly, stupid.

    --
    Support a great indie game: http://www.abaddon360.com
  62. After the Singularity by Sybert42 · · Score: 0

    Instead of "Intellectual Property", you'll have encryption (the whole system of laws will be different). You'll also see stuff far different from Halo or Madden.

  63. Re:Play at your friend's house? Sell a game? Nope. by KDR_11k · · Score: 1

    Other than Starcraft and Demigod, do you know of a list of PC games that allow such "spawned" installations?

    Most multiplayer games from the era StarCraft was released in had LAN play with fewer copies than players, some had stuff like 3 players per original CD, others only required the host to have the CD. More recently I can only think of Arena Wars which reverts to demo mode when run without a CD (but lets you join any game over LAN, even if it uses stuff that's locked in the demo).

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  64. Re:Play at your friend's house? Sell a game? Nope. by KDR_11k · · Score: 1

    Even the dreaded Slashdot phenomenon is a drop in the pond to Steam's full throughput. The recent roll out of of Left 4 Dead and Team Fortress 2 content packs have proven testament to this.

    I think the download servers are operated by the publishers of the respective games, I've downloaded Valve games at my full connection speed but when Plants vs Zombies was released the download ran at about 10kB/sec (of course the game is only 25MB so that wasn't a long wait but still annoying). It seemed to depend on the publisher, some games downloaded faster, some slower.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  65. Idiots by Anenome · · Score: 4, Insightful

    Here's the problem: That $50 price includes the game's value at resale. If the resale value is $35, then you're diminishing the value of the original purchase price by making it impossible for a 2nd buyer to use. Simple, basic economics. So, if you remove that functionality, some of which justifies the $50 price, the game is no longer worth $50, because the value of its resale is now gone.

    So, the result of adding DRM to your game and not lowering your price to reflect the diminished value is that your game now appears overpriced. Good job, you've now guaranteed yourself flagging sales because of greed.

    Imagine if car companies programmed their cars to self-destruct if sold to a second buyer. It's ridiculous. The argument that second hand sales take money out of the pocket's of the producers? Ridiculous also. Just stop it, you idiotic, economically ignorant publishers. Focus on making a damn good game, one that's good enough to purchase in the first place.

    --
    "I Don't Have Enough Faith to be an Atheist"
  66. You forgot laches by tepples · · Score: 1

    You need to enforce your copyright or patent, or you lose some of the right to enforce it.

    This applies only to trademarks, not copyrights.

    It applies most strongly to trademarks. But copyright and patent claims can still be estopped by laches: harming an alleged infringer by delaying legal action against this infringer.

    1. Re:You forgot laches by Anonymous Coward · · Score: 0

      The largest monitor in a typical home is an SDTV. Consoles, unlike most PCs, can display on SDTVs.

      I've never had a PC that could not display on a SDTV. Nowadays HD is the standard and the PC is better at doing that, time to get your sig with the times.

  67. You forgot laches too by tepples · · Score: 1

    I believe you are thinking of trademarks

    The laches defense applies to any claim of trespass, including copyright and patent infringement claims. In Latin, vigilantibus non dormientibus æquitas subvenit; in English, "you snooze, you lose."

    which have nothing to do with DRM.

    Sega tried to build a DRM system around presence of the SEGA trademark. It lost in court: Sega v. Accolade.

  68. Re:Play at your friend's house? Sell a game? Nope. by kamikaze2112 · · Score: 0

    You do know that you can copy your steamapps folder to another machine that already has steam installed on it, right? I did this with a couple machines at home, I copied TF2 and Portal to a newer, faster machine, because to download it all over again was going to take way too long. I closed steam on both machines, copied the steamapps folder over the network (or in your scenario you could copy to an external hard drive or flash drive if you have one that's big enough) and pasted it on the target machine. considering you don't even need to reinstall the game on the target system, I'd say it doesn't get much easier than that.

  69. Re:Play at your friend's house? Sell a game? Nope. by Gizzmonic · · Score: 1

    I'm not talking specifically about Steam. More "Steam-like" download only services. In fact, I'm talking about the future scenario where Xbox and PS3 are download-only. That's why I mentioned "Live" and "PSN" in my example. It's my conclusion that you will not be able to bring games to your friend's house to play in the next generation.

    --
    (-1, Raw and Uncut is the only way to read)
  70. "Why Bother With DRM? " by geekoid · · Score: 1

    Because the people that sell it assures us that it will work this time~

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  71. Re:Play at your friend's house? Sell a game? Nope. by Cornflake917 · · Score: 1

    Valve has pledged to release patches to make them not worthless, but odds are that when Valve goes out of business they won't have the ability to make such a decision.

    That is such a ridiculous claim. How the hell would they not have the ability to make that decision? It's not like Valve has absolutely no foresight what so ever. They could release patches way before they give control over their servers are shut any thing down

    If the servers shut down and everything just permanently stopped working, you would be pissing of a monumental amount of users in a unprecedented way. I really think it's really in Valve's best interest to not let such a thing happen, regardless if they aren't going to be around afterwards. If by some incredibly small chance the that Valve fails to release a patch to validate the games, I'm sure some 3rd party will find a hack that will render the games playable again.

    Why don't we wait until Valve stops releasing chart-topping PC games before we start spreading the FUD, eh?

  72. Re:Play at your friend's house? Sell a game? Nope. by Cornflake917 · · Score: 1

    Why the hell would you go over to your friends house to play a PC game outside the context of a LAN party (where you would be bringing your PC containing the game)? What, you plan to take turns zapping butts while sitting in front of a desk? Lame.

  73. Re:Play at your friend's house? Sell a game? Nope. by geekoid · · Score: 1

    Or learn to move your PC.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  74. DRM is manipulative malware... end of story. by Anonymous Coward · · Score: 0

    Don't forget that those of us who live in the land of digital oppression can't even watch our DVDs on our Linux PCs.

  75. Re:Play at your friend's house? Sell a game? Nope. by Anonymous Coward · · Score: 0

    Open Arena is how a LAN game should work. It's FREE and cross platform. I can have the linux box duel the Mac. A friend comes over with the laptop? Have another free copy. I know, not a sustainable business model, but it's a damned enjoyable game.

  76. Repeat the behavior expecting a different outcome? by guidryp · · Score: 1

    Isn't that insanity.

    I started playing computer games on the C64. We were knee deep in pirate games and this was pre-internet. They had disk checks that would rattle and wreck the poor C-64 drive, then there copy software that duplicated the errors, or crackers that removed all the copy protection, and made the game smaller and faster to load, and didn't rattle the floppy drive. This is when they started training me that publishers were knobs and crackers were white knights. Publisher: Force a disk check that will hammer the disk drive against the stops, cracker remove all that crap and make it load fast and smooth.

    In over 25 years what have we seen? Absolutely nothing has changed. Publishers keep making paying customers suffer while not even slowing down the crackers by a day. Crackers keep delivering a superior user experience absent of the hassles involved in using the actual product.

    Every day for 25 years, the same bone headed failing decision is made again and again, with the expectation that they will get a different outcome. That is insane. Clearly driven by out of touch, cover their ass managers enforcing the status quo.

    In the intervening 25 years! How many times was it decided again and again to pay money to DRM vendors, whos product worsen the user experience, and has never actually worked in its stated purpose been used again and again.

    How do you build a completely failing product (DRM systems) endlessly? The whole thing is mind boggling.

    DRM salesmen must be the best in the business. "My product will annoy your paying customers and utterly fail to deliver on any of the stated claims of quelling piracy. Here is the contract..."

    As far as the latst software rental schemes (AKA Server based DRM). Fine just make sure you change the price to reflect the new non ownership mode. A game that you can resell is worth about triple the price of one that you can't, so I expect a 66% price cut to go along with the new model.
     

  77. Re:Play at your friend's house? Sell a game? Nope. by geekoid · · Score: 1

    Then why is there an option for steam to remember you card info?

    "navigating to "Backup games", burning it to a disc and walking it over? P"
    Seriously? I didn't know you could just install backed up games, I thought it had to be 'reinstalled' thrugh steam on that PC. Nice, thanks.

    "
    But you know what? The fact is, Gabe Newell, Valve co-founder, has gone on record mocking conventional DRM and stated, paraphrasing, that the mission of Steam is to make buying games, storing games, and accessing games easier and more convenient for the customer. "

    And I can find a similar statement from everyone who uses DRM.

    "buy a Steam game a bit cheaper than the brick and mortar box cost. "
    Since I ahve yet to see steam be cheaper then the damn store a block from my house, it doesn't really hold water.
    No, I prefer having resale. In fact I bought Drakensang through steam and now regret it. While it is a FANTASTIC single player RPG, it's not really repeatable to me. So I would like to ahve had the choice to resell it, or give it away. I probably would have given it away.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  78. Re:Play at your friend's house? Sell a game? Nope. by stonewallred · · Score: 1

    Diablo I and Diablo II

  79. Re:Play at your friend's house? Sell a game? Nope. by geekoid · · Score: 1

    Assuming steam stay in business forever, so there is that.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  80. Re:Play at your friend's house? Sell a game? Nope. by stonewallred · · Score: 1

    What about my 250GB pr0n collection? Are you suggesting I delete some for a stupid game install? You'll have to pry my (well I'll let you figure that one out) cold, dead and somewhat sticky hand.

  81. Re:Play at your friend's house? Sell a game? Nope. by Fallingcow · · Score: 1

    AFAIK, all the single-player games on Steam have been cracked anyway, so I'd treat that the same as if I lost a game disc (which happens all the time): I'd "pirate" the game I already paid for. In the mean time, it keeps me legit and makes it so I don't have to keep disc images on my hard drive in case the torrent loses its seeders and no more pop up (if Steam died, there'd be thousands of people pirating the games in the weeks after, so no shortage of torrents to worry about)

    As for the multiplayer ones, who the hell would want to play on unregulated servers anyway? That's one thing these DRM schemes have given us, at least: way, way less cheating in online matches. Any multiplayer game with enough of a following will likely find a way to live on, but most would probably just die, which is what almost all of them do anyway. I bought L4D knowing that I won't be able to play it in 10 years--not because of DRM, but because I won't be able to find 4-8 people who want to play it.

    Meanwhile, if Steam dies next year and 10 years from now I want to play HL2, I'll just dig my torrented, cracked copy off my Super Laser Holodisc external drive and install it in a VMWare instance of XP, or something.

  82. HD penetration by tepples · · Score: 1
    Anonymous Coward wrote:

    I've never had a PC that could not display on a SDTV.

    The desktop PCs I saw at big-box stores have VGA or DVI out and that's it. All PCs can display on an SDTV with a $50 VGA-to-composite adapter. But because big-box stores don't carry these adapters, the general public doesn't know they exist. There are aftermarket video cards with built-in scan converters, but most home PC owners never seem to replace their video card before throwing out the whole PC.

    Nowadays HD is the standard

    Sure, there are standards for HDTV transmission. But can you cite a source stating that the majority of U.S. homes with a TV have an HDTV? The latest figure I could find was 34 percent. As of right now, developers of video games designed to display on a TV have to target the rat's nest of mandatory DRM that is game consoles.

    and the PC is better at doing that

    Then why do so few PC games have a mode designed to split a 32" HDTV, compared to the 19" monitor per player that most PC games assume? It might even be a form of DRM, so that people who want multiplayer have to buy more copies of the game.

  83. Re:Play at your friend's house? Sell a game? Nope. by blahplusplus · · Score: 1

    "Unless you're regularly blowing all of your monthly bandwidth on torrenting "linux isos", you can stomach a Steam game download"

    I'm sorry but you don't have a clue at all, ISP's have become extremely tight with bandwidth. Right now the ISP I am with gives you less then 100GB bandwidth per month for FULL price (over $50 a month), steam, demo's, torrents, youtube, etc, would easily eat that all up in a month. Hell I download trailers from gaming sites that are between 100-500MB and I download a LOT of trailers.

  84. Re:Sophistry To Eat Hamdingers by Loadmaster · · Score: 1

    No kidding.

    Really, if we distill the arguments down far enough, it becomes clear that Joel was a better host than Mike.

  85. Patent DRM by Thinboy00 · · Score: 1

    Quick, while they're not looking, somebody run off to the USPTO and file a patent for "technical protection measures," then refuse to license it! We'll be rid of this nonsense forever! (or just until the judge throws the patent out, anyway)

    --
    $ make available
  86. MMO by KingBenny · · Score: 0

    is the way to go ... i think i saw a copy of Sims 3 floating around already and its due to be released two weeks from now

    --
    Free speech was meant to be free for all... how can anyone grow up in a nanny state ?
  87. The lesson in all this DRM mess? by Drakkenmensch · · Score: 1

    You can't try to kill the second-hand market without seriously hurting the first-hand market.

  88. Don't buy Codename Panzers - Cold War by pandrijeczko · · Score: 1

    I picked up this recent release in my local games store last weekend and was disgusted to discover it has a three installation limit due to DRM - this is despite my carefully reading the packaging before I picked it up - the only thing it says on the box is "Important Notice - This product is copy protected".

    To me, this is totally wrong - DRM protection should be mentioned on the packaging, "copy protected" just implies that you cannot make a copy of the disk.

    So don't buy this game!

    --
    Gentoo Linux - another day, another USE flag.
  89. Another option by AP31R0N · · Score: 1

    Don't sell games at all. Just sell subscriptions, even for single player games. Instead of paying 50$, i would pay 5$/mo for that game. That lowers the barrier to something WAY more people can afford. Then there is no way to "pirate", short of cracking into the servers and giving yourself a free account.

    Put more games on Steam like systems. Stop charging me for boxes, discs and booklets.

    Let's take the case of Bioshock 2.

    1) Before the full release, offer a one level demo for free
    2) When the game is fully tested and ready to rock, post it as a free download (with the demo option available) on Steam, BT and whatever else
    3) If you want to keep playing, you subscribe to the game for a few bucks a month. At first it could be something like 10$ a month, as popularity flags drop the price.
    4) Offer deluxe bells and whistles accounts for slightly more.

    Then the DRM is just a matter of having the game check in once in while.

    Also: Piracy is ship to ship armed robbery. Calling copyright infringement 'piracy' makes light of what is happening in Somalia and overblows kids sharing music.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  90. pretty stupid argument by vuffi_raa · · Score: 1

    'Publishers aren't stupid. They know that DRM doesn't work against piracy,' Carmel explains. 'What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets. If DRM permits only a few installs, that minimizes the number of times a game can be resold.'

    It makes sense to the devs because they aren't thinking like a consumer. Since DRM has become a big thing in the PC gaming world I have pretty much stopped pirating games... and buying them- I have just been playing console games. Wheras I used to buy PC games all of the time I seriously can't remember the last one I bought- I think it was about 2.5 to 3 years ago or so- right before DRM started getting big in the industry.

  91. Just my 2c by Snowy6 · · Score: 1

    I will never ever buy a game if I can only install it a limited number of times. If you look at the rate you have to re-install windows, then I guess games will become, use and throw away. But if it's a Excellent game, without DRM, and I really love it. Consider it sold. See? Easy... make things players like!