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.'"
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.
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".
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.
First Sale Doctrine much?
APK quotes people (including myself) without context and should not be trusted. Just thought you should know.
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.
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.
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!