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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.'"

72 of 376 comments (clear)

  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 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.
    9. Re:Hmmm by Dog-Cow · · Score: 2, Funny

      Non-sequiturs much?

    10. 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.
    11. 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.
    12. Re:Hmmm by geekoid · · Score: 2, Informative

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

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    13. 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.
    14. 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.

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
    15. 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.
  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.

  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 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.

    3. 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.
    4. 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.
  4. 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?
  5. 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.

  6. 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?
  7. 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)
  8. 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
  9. 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 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.

    3. 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.
  10. Follow Up? by spiffydudex · · Score: 2

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

  11. 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 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!
  12. 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.

  13. 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 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.
    2. 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!"
    3. 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.

    4. 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!

    5. 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.

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

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

    7. 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.

  14. 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.

  15. 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 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...

    2. 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.

  16. 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!
  17. 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
  18. (Tangentially...) by bughunter · · Score: 4, Funny

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

    --
    I can see the fnords!
  19. 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.

  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. 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.

  22. 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.

  23. 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
  24. 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.

  25. 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.
  26. 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.

  27. 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.

  28. 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.

  29. 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.

  30. 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?

  31. 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.
  32. 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!
  33. 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.

  34. 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

  35. 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"
  36. 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)