Slashdot Mirror


Study Claims Point-of-Sale Activation Could Generate Billions In Revenue

Late last year we discussed news that the Entertainment Merchants Association was pondering a plan to develop technology that requires games and movies to be "activated" when they are sold at retail outlets, primarily to reduce theft and piracy. Now, the EMA claims a study they commissioned has indicated that employing such a system for video games, DVDs, and Blu-ray products would generate an additional $6 billion in revenues each year. Critics of the idea are skeptical about the numbers, pointing out that the majority of game piracy comes from downloading PC games, which this plan won't even affect. There are other problems as well: "In order for benefit denial to work, the EMA would presumably require the three major consoles to have some sort of activation verification function to ensure that games were legally purchased. It will be interesting to see if Nintendo, Sony, and Microsoft agree to that. There is also a lucrative market for used video games to consider. After some gamers complete a title, they sell it back to the retailer. How will benefit denial handle that situation?"

140 comments

  1. not about piracy by timpdx · · Score: 5, Insightful

    This is about stopping used games sales, nothing more, nothing less

    1. Re:not about piracy by eldavojohn · · Score: 5, Insightful

      This is about stopping used games sales, nothing more, nothing less

      No, there's more to it than that. It's also about adding an extra level of complexity to your purchase and guaranteeing that yet another thing could go wrong with your already insanely expensive purchase. If the industry is looking to profit $6 billion dollars from this move, I can almost assure you that it's going to be about $6 billion in annoyance to the consumer. For some reason treating your customer like a criminal from square one is the latest rage these days.

      --
      My work here is dung.
    2. Re:not about piracy by Anonymous Coward · · Score: 1, Insightful

      Except that this doesn't have anything to do with used game sales unless your "used" games fell off a truck somewhere. Once the disc's activated it's activated, and that's that.

    3. Re:not about piracy by Joce640k · · Score: 0, Redundant

      Yep.

      --
      No sig today...
    4. Re:not about piracy by maxume · · Score: 1

      They are looking at $6 billion of additional revenue. The profits aren't likely to be anywhere near that.

      The $6 billion is probably a decent percentage of their current revenues though, and if they figure that the system won't do much to their profit margins (who knows what they figure), it should mean more dollars for them.

      --
      Nerd rage is the funniest rage.
    5. Re:not about piracy by Anonymous Coward · · Score: 0, Funny

      You are probably correct.

      The revenue lost to game aftermarket is huge.

      For example, I bought a sleep numbers bed because I like to rock my girlfriend's tight pussy on a bed you could bounce a quarter off of, but I prefer to sleep on a very soft, downy mattress once I'm done with the bitch. Problem solved.

    6. Re:not about piracy by clang_jangle · · Score: 1

      In fact by further inconveniencing their customers such a scheme would likely increase what they like to call "piracy".

      --
      Caveat Utilitor
    7. Re:not about piracy by FooAtWFU · · Score: 1

      Maybe the $6 billion in revenue is how much the people selling the video game companies the POS-activation scheme intend to rake in.

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
    8. Re:not about piracy by Anonymous Coward · · Score: 1, Interesting

      Except that this doesn't have anything to do with used game sales unless your "used" games fell off a truck somewhere. Once the disc's activated it's activated, and that's that.

      Unless the activation is tied to your (mandatory) account, like Steam.

      It must require an internet connection for activation anyway, otherwise how does this differ from an activation code included in the box?

      Can't play it offline? Tough.

    9. Re:not about piracy by hardburn · · Score: 2, Interesting

      No, there's more to it than that. It's also about adding an extra level of complexity to your purchase and guaranteeing that yet another thing could go wrong with your already insanely expensive purchase.

      That's not their goal. They don't specifically want to give their customers headaches, because unless they're invested in asprin manufacturing, creating headaches doesn't get them any more money.

      Rather, they take a problem that's affecting their bottom line (real or perceived) and come up with a ham-fisted solution. The actual motivation is nothing more than the OP said (eliminate the used market).

      --
      Not a typewriter
    10. Re:not about piracy by ls671 · · Score: 4, Insightful

      I for one wonders how the game industry still manage to make money. I buy all games legally in hope that they will keep on producing them.

      Take Crysis for instance, I bought both releases and like anybody, after a while, I got tired of playing the AI versions of the game and moved to online "Crysis Wars" which I have been playing on-line for hours. The time spent on Crysis Wars is at least an order of magnitude greater that the time I have spent playing the AI versions and there is no recursive cost involved ! My investment has performed in a way so it might have cost me maybe on average 0.01$ an hour to play with the given product.

      Have you ever coded any games ? Do you know how long it takes ? Do you know that it is impossible to release something like Crysis with only a handful of developers ?

      I find that the money I gave them was a cheap price to pay ;-) Before piracy on a large scale, I could have agreed with you that some gaming companies might have charged to much for their products. This time is over, companies have to provide more competitive prices for people to actually buy the product instead of just opting for the pirated version.

      Additionally, it doesn't matter what measures are put in place, there will always be cracked versions available.

      Finally, I view this issue in a different way than the one about music rights for instance, because of the colossal amount of work required to release the final product :
      http://slashdot.org/comments.pl?sid=1273015&cid=28371645

      --
      Everything I write is lies, read between the lines.
    11. Re:not about piracy by Anonymous Coward · · Score: 0

      Yeah, unless it's tied to an account. Which it isn't. RTFA.

    12. Re:not about piracy by Anonymous Coward · · Score: 1, Interesting

      Yeah, unless it's tied to an account. Which it isn't. RTFA.

      Yeah, I RTFA. It doesn't specifically say anything about not being tied to an account either.

      And since you must connect to the internet to activate the game anyway, then that's the next logical step.

      Otherwise, you didn't answer the question of how this differs from an activation code included in the box.

      Remember, regardless of what they say, the whole purpose of this "activation" scheme is to kill the used game market.

    13. Re:not about piracy by Anonymous Coward · · Score: 2, Insightful

      Have you ever coded any games ? Do you know how long it takes ?

      Depends on the game but not always that long. What takes longer is designing levels, artwork, playability, testing, music and all the other stuff.

      Do you know that it is impossible to release something like Crysis with only a handful of developers ?

      Impossible? Maybe for you. Game companies spend more time and effort these days on making it look & sound pretty than making it fun.
      Music and cut scenes are not an essential part of a game. They're a way to promote games for use in shops & adverts.

      Valve: 190+ employees
      id Software: 105 employees

      Not so many when you consider testers, marketing and all the other crap they add into games these days.

      If games cost $10-20 each instead of 40-60 more people would buy them and they might actually keep them rather than selling them on
      ebay/craigslist to get enough money for the next game. The price of games is far too high when you consider most are designed with
      about 40 hours of gameplay in mind. When Valve's reduced Left4Dead they saw massive increases in sales (bigger than the original release).

                      * 10% sale = 35% increase in sales (real dollars, not units shipped)
                      * 25% sale = 245% increase in sales
                      * 50% sale = 320% increase in sales
                      * 75% sale = 1470% increase in sales

    14. Re:not about piracy by SurenPala · · Score: 1

      If they do this I will stop buying games and simply start pirating them. They will have lost me as a customer forever.

    15. Re:not about piracy by Ifni · · Score: 4, Funny

      You could have just deflated her a little when you were done. It would have provided a softer sleep surface without the additional expense.

      --

      Oh, was that my outside voice?

    16. Re:not about piracy by MemoryDragon · · Score: 3, Interesting

      Problem is that the game prices are so high that preventing used sales, might effect new game sales hugely in a negative way!
      Simply if you cannot sell the game anymore you think twice even buying it new. I am rather sure it will backfire big time!

    17. Re:not about piracy by Anonymous Coward · · Score: 0

      its also to stop you from bringing your games over to your friends house to play it with them. Fuck this study, they just bent the results to find what they want.

    18. Re:not about piracy by Anonymous Coward · · Score: 0

      If the plan is just to 'activate' the game one time, at the point of sale, I can't see how this would directly effect the used game market.

      Once the media is activated, it's activated, right? Does the activation process at the POS know exactly what console you are planning to play the game on, and from which IP? How cumbersome of a process would that be?

      Unless the console manufacturers start registering unique game id's with unique console id's, then disallowing non-registered pairs to be played, (similar to iTunes model) there would be no direct effect on used media sales. This will certainly happen as games are increasingly distributed digitally, but that would seem to be another matter entirely.

    19. Re:not about piracy by ls671 · · Score: 2, Informative

      > Impossible? Maybe for you. Game companies spend more time and effort these days on making it
      > look & sound pretty than making it fun.
      > Music and cut scenes are not an essential part of a game. They're a way to promote games for use
      > in shops & adverts.

      I totally agree, try the demo before buying. Heck ! If there is no demo, try the pirated version !

        > * 10% sale = 35% increase in sales (real dollars, not units shipped)
        > * 25% sale = 245% increase in sales
        > * 50% sale = 320% increase in sales
        > * 75% sale = 1470% increase in sales

      I totally agree again, didn't I write :
      "This time is over, companies have to provide more competitive prices for people to actually buy the product instead of just opting for the pirated version."

      Now for a little sarcasm, I wrote a few games just by myself and this gives me an idea of the effort required to write a game like Crysis. I am still not sure they are making money with it. They probably won't without re-using the engine for other games...

      --
      Everything I write is lies, read between the lines.
    20. Re:not about piracy by stonewallred · · Score: 1

      Oh, well another reason to pirate the games, rather than buy them.

    21. Re:not about piracy by Pinky's+Brain · · Score: 2, Insightful

      Except we don't believe that's what they are actually planning, to be able to really "unlock" a disc it has to either be part writeable (it has to work with existing drives) with the last bit being written at the counter, or has to come with a dongle. These are just not a realistic solution. So we assume that they will actually unlock the disc ID by sending it to gestapo headquarters, which will then let you perform online activation at home on your console ... which may or may not tie the software to your machine (depending on the whim of the developer).

      It's almost certainly an online activation scheme and not an actual physical unlock.

    22. Re:not about piracy by TubeSteak · · Score: 1

      No, there's more to it than that. It's also about adding an extra level of complexity to your purchase and guaranteeing that yet another thing could go wrong with your already insanely expensive purchase.

      No offense, but point of sale activation is pretty much bulletproof by now.
      Between gift cards and cell phone minutes, almost all the SNAFUs have been worked out of the system.

      --
      [Fuck Beta]
      o0t!
    23. Re:not about piracy by cgenman · · Score: 2, Insightful

      Sony (PSP Go), Nintendo (DSi), and Microsoft (360 downloads of retail games) are all working on download services for their AAA titles. Considering the margins they make on downloaded titles, I'd be surprised if they weren't about stopping all retail game sales.

    24. Re:not about piracy by cgenman · · Score: 1

      Unless you're on a multi-year project (and you might be, considering the anonymous posting), coding does take a long time. I'd guess that an average project these days takes minimum 50 people over the course of a year and a half, with some on yearly cycles and others on that 5+ year "when it's ready" burn. And, of course, some developers get to have 200+ people on a title simultaneously. So yes, 20 million budgets are pretty common these days for a mainstream release, with 100 million budgets probably not far away.

      That having been said, the one thing that Valve has over a lot of other people is online distribution. When you sell into Target, they have some pretty fixed costs with retail, store workers, distribution, manufacturing, etc. Assuming a total fixed cost for them of 40 dollars per title, the difference in profit from a 45 dollar or a 55 dollar title is quite staggering. After Sony experimentally dropped the price on Crash 1 by 10 dollars one Christmas ten years ago, and it outsold Crash 2, every manufacturer has had a greatest hits / cheapey / etc line. Sony even had a line at 10 dollars before returning back to 20.

      The pressures of retail keeps an interesting balance there. As I mentioned, sony found the 10 dollar price point too low to be worth using. This could be because of perception of value, this could be because those games were terrible, this could be because retailers simply didn't want to stock cheap games, or that the margins were so small at 10$ that it just wasn't worth it. But everyone is experimenting with multiple pricepoints at retail, and what the optimal one is. And, unfortunately, the optimum ones aren't necessarily the ones that you would like or think.

      As we make the switch to online distribution of games, I think we'll see more of a downward pressure on the overall pricing scheme. Games *can* be cheaper, shorter, and more intense, because the style of distribution permits it. Also, everyone who logs into steam can see a sale, whereas a 75% off sale at Target will only net the people who wandered into Target that day.

    25. Re:not about piracy by torkus · · Score: 2, Insightful

      It's probably very similar to the 'lost revenue' theory that's thrown at piracy I think. They're probably looking at the used video game market and counting every sale as a 'loss'. By forcing activations they eliminate that sale/market. So therefore 'of course' every used-game sale (where the creator gets $0 additional profits) would actually be a new, retail unit sale (thus generating profit).

      Software/game makers are really getting out of hand. They're right behind the MAFIAA in scumbag-ness. Trying to eek out a few more sales by taking away what few things aren't yet 'illegal' in the software market.

      off topic - some of the used game resellers really are getting obnoxious with their pricing. On a newly released game you're lucky to get 50% back and then they sell it for $55 instead of $60. $25 net profit on a $60 item is awfully high. I have zero sympathy for these companies and their retarded profit margins but kids (people) still should be able to borrow or sell games.

      --
      You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    26. Re:not about piracy by torkus · · Score: 1

      "They probably won't without re-using the engine for other games..."

      And that's important to keep in mind. 3D engines are very often re-used (well, usually the good ones).

      One bigger point you miss - much more time and money goes into artwork, cut-scenes, and so on (i.e. the pretty stuff) than actually coding the engine. Some of this work is done by graphic artists, some by people with mixed creative skills (someone had to create all the data points for the world map in fallout 3).

      --
      You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    27. Re:not about piracy by NotBornYesterday · · Score: 4, Insightful

      Or maybe they'll lose $6bill in revenue when even more people get sick of their schemes and just stop buying crap.

      --
      I prefer rogues to imbeciles because they sometimes take a rest.
    28. Re:not about piracy by Grave · · Score: 1

      It's always been that way when it comes to the trade/resale pricing. If you don't like it, sell privately for a couple bucks more. Otherwise, you pay the price for the convenience of retail trade-in and used sales.

    29. Re:not about piracy by Spugglefink · · Score: 1

      Have you ever coded any games ? Do you know how long it takes ?

      I've been waiting on Duke Nuke'em forever.

    30. Re:not about piracy by Anonymous Coward · · Score: 0

      The value of a piece of entertainment is not proportional to the effort invested to create it, but the enjoyment derived from it.

      If a company spends that much time producing a game that I feel ^meh^ about, maybe they should rethink their development model?

    31. Re:not about piracy by ShakaUVM · · Score: 1

      Unless you're on a multi-year project (and you might be, considering the anonymous posting), coding does take a long time. I'd guess that an average project these days takes minimum 50 people over the course of a year and a half

      Pfft. I used to work in the video game industry, and we had exactly two programmers. My friends at Midway San Diego had exactly two programmers (an engine coder and a tools coder). Various playstation games a friend of mine at Sony worked for had a team of like 5 to 10 programmers. ID software has a couple. An independent game studio in Carlsbad a friend of mine used to work at (they did a port for the Cars video game, and various other B-grade games) likewise had a few coders.

      Take a look at one of those huge credit listings some times. The actual number of coders is usually quite small. There's just a lot of people on it to account for all the QA/Testing, sound development, art, management, promotions, marketing, community managers, etc.

      It's still quite possible to make a successful game out of your garage. Probably not for an Xbox or Playstation or Wii (since the dev kits are more than most groups of friends want to pay), but development for the PC or Xbox arcade has a low barrier to entry. I'd say the minimum size would be a coder and an artsy person.

    32. Re:not about piracy by Kartu · · Score: 1

      You can buy engines from Id or Valve. Even if you don't, for instance, Blizzard, has team of about 80 developers, with at least 4 ongoing projects (i.e. roughly 20 per (mega) project): World of Warcraft Starcraft II Diablo III Unnamed MMO For comparison, designer team, that works ONLY ON CINEMATICS has 85 members. (!)

    33. Re:not about piracy by Anonymous Coward · · Score: 0

      I'm confused... is POS here Piece of Shit, or Point of Sale? I sure as shit know what I read it as...

    34. Re:not about piracy by paxmagellanic · · Score: 1

      I don't really know where you get your information from, but with a good team of developers you can have a game developed from scratch to a playable state within a year. Most of the time goes not into coding, but into art and bug testing (although I question the latter lately.) That doesn't include games that are being developed on an existing engine. The irony of the games industry is that their model is so inefficient, so stupid, that it can literally take less time to build a skyscraper than it does to release a game. If their pricing is based on some notion of time it takes to produce, then doesn't that encourage them to be slow to market? Especially if they're someone like EA and have a huge marketing machine to drive hype. Someone down below said that most games are designed with 40hrs of gameplay in mind, I have yet to see one that wasn't an RPG or RTS with that number in mind. I can't even think of an FPS with even 20hrs of solid gameplay off the top of my head (and by solid I mean actual story mode and not just a horribly cheating AI.) The problem with the games industry is that they really don't care about how games play, but more about how they can hype them based on how pretty they are.

    35. Re:not about piracy by mamiko · · Score: 1

      Or maybe they'll lose $6bill in revenue when even more people get sick of their schemes and just stop buying crap.

      Well said !

    36. Re:not about piracy by DragonWriter · · Score: 1

      This is about stopping used games sales, nothing more, nothing less

      Since it covers movies as well as games, "used games sales, nothing more, nothing less" is clearly wrong.

      I think its more about killing off the entire physical distribution chain; in the short term, it stops sales of used copies of the media produced with activation, but it also makes physical purchase even more inconvenient, encouraging abandoning that entire mechanism. Since, in physical purchase, part of what the customer is willing to pay goes to the retailer, converting everything to direct distribution means more of the sale price goes to the distributor.

    37. Re:not about piracy by 2obvious4u · · Score: 1

      What is missing from the new gaming, music and movie business is economies of scale. Digital distribution does have costs, lots of costs. Production has costs, lots of costs. The advantage to digital distribution is the number of people that can be reached and the time frame in which they can be reached. You can potentially distribute your digital content to a billion people on the day of release. You could sell a game like Crysis for $1 and have one hundred million people buy it, or you could sell it for $60 and have half a million people buy it. Which one made more money? Digital distributors still have their prices set to close to the physical price.

      For instance I like to support developers, but I'm not dropping $20 for an X-Box Live Arcade game. I have bought some at full price (Castle Crashers, Peggle) but that is about it. There are a lot of good games on there that would be easily worth $2-$5 and I would buy them regularly instead of only when a killer app comes out. I'm sure there are a million more customers like me that would be willing to buy online games if the price just came down some. In this way development companies aren't taking advantage of economies of scale and are setting their price points to high. They could make a fortune if they would start a tired service where games start at $20 for the first 6 months and then started regular drops in price with a price floor of like $1. At some point everyone who would play the game will buy it. Not everyone wants to spend $20 for a new game, but they may buy it if the price was right. You'll still have your early adopters who'll pay full price to have the newest game, but you'll get the most $ out of a product when you reach near 100% of your market.

    38. Re:not about piracy by Anonymous Coward · · Score: 0

      Why would I have to code a game to understand the costs involved? Even if I do or not, it doesn't matter. I don't really know what it takes to make a car or a house and I buy those items. Or toothpaste?

      Any consumer item has a price point, and while this is opinion, $60 is way too much for any video game. $50 is also too expensive. The proper price is $40. Same with a movie, I don't care what format its on, if its more than 19.99, I won't buy it. Now if we're talking something I *need* like water, that's a different story.

    39. Re:not about piracy by Anonymous Coward · · Score: 0

      Yes, I have coded games. I could code Crysis by myself. Lots of us programmers could. After all, it's a simple exercise in logic. But I can't make graphics or sound, so....

      Anyway, development shops bring their own good and bad things. The good things like teamwork and capital help make the game possible. And the bad things like lack of teamwork, unevenly skilled team members, sick days, disagreements, delays, miscommunications, repetitions, and false starts in development caused by publisher and marketer meddling (shut up; you know it's true) drive the price up. And you get it with bugs. You're paying for all that. I won't. They need to get their shit together and be professionals, before they are rewarded with the money I worked my ass off to earn.

    40. Re:not about piracy by coolingame · · Score: 0

      I've been away from making lotro gold for quite a long while. This isnâ(TM)t really a great hdro gold tip, but please bear with me as I get back into the lord of the rings online gold flow of bringing in thousands of herr der ringe online gold . First, this is an advanced lotro gold strategy requiring you to to have at least several hundred hdro gold as starting capital and have leveled your lord of the rings online gold Jewelcrafting and herr der ringe online gold Enchanting professions to a minimum of 350 each. If you are at least in your aion kina 60s and are able to do dailies in the aion gold Burning Crusade then this is a aion kina guide for you. As every aion gold Jewelcrafter knows, prospecting ore gets you aion powerleveling to use both for crafting jewelry and for use in aion powerleveln . You can make some aion powerleveling from doing this throughout your aion powerleveln . It is also a no-brainer that if you have a solid eve online isk from other activities (like BC dailies or auctioneering) you can drop the eve isk kaufen , buy all your eve isk from the auction house and pick up Enchanting to sell disenchanted materials from eve online isk kaufen . For anyone who has been practicing eve isk (or plans to) and has managed to raise both their eve online isk Jewelcrafting and Enchanting to 350, the following Jewelcrafting eve isk kaufen recipes are probably the cheapest and easiest to produce compared to the eve online isk kaufen you will get from selling their disenchants: guild wars gold Bloodstone Band guildwars gold Crystal Citrine Necklace guild wars gold Crystal Chalcedony Amulet guildwars gold Sun Rock Ring These cost only 2 guild wars items and one gem of the appropriate type, making guild wars items relatively cheap to produce. While I would recommend prospecting with silkroad online gold for the increased drop

  2. an additional six billion? by heptapod · · Score: 4, Insightful

    You know, they could make an additional six billion by creating games people actually want to play in the first place.

    1. Re:an additional six billion? by Anonymous Coward · · Score: 0

      Not when retailers like gamestop (who publishers think are little better than pirates) push customers to buy second-hand games rather than giving any money to the publishers and developers.

    2. Re:an additional six billion? by Anonymous Coward · · Score: 0

      Insightful? Really? Humorous maybe - and that would be a stretch - but insightful???

      I want an insightful mod for this comment too then:

      "People would be a lot better off if they did things that benefited themselves."

      Does everyone really believe that the majority of the games industry is not disparately trying to make games people want to play so they can sell them? Do you think that it would not be in their best interest to do so?

  3. Just nonsense by faragon · · Score: 4, Informative

    And what about the sales lost because of annoying the *customer*? Greedy idiots.

    1. Re:Just nonsense by peipas · · Score: 4, Insightful

      It's true, all these measures do is make the product available through copyright infringement better than that if you give them your money.

    2. Re:Just nonsense by An+anonymous+Frank · · Score: 1

      are there any stats on this?

      I completely stopped buying CDs after almost purchasing protected ones three times, yet where are the numbers showing the (negative) imoact of such measures on sales?

    3. Re:Just nonsense by nurb432 · · Score: 3, Insightful

      They will just lump those into the piracy bucket and whine more.

      --
      ---- Booth was a patriot ----
    4. Re:Just nonsense by Anonymous Coward · · Score: 0

      Until you want to play online I suppose?

    5. Re:Just nonsense by evilkasper · · Score: 1

      Tactics like these would encourage me to pirate games, or give them up all together.

  4. Won't Bother by hardburn · · Score: 4, Insightful

    There is also a lucrative market for used video games to consider. After some gamers complete a title, they sell it back to the retailer. How will benefit denial handle that situation?"

    It won't handle that situation, because it's exactly the one they're really trying to stop. Illicit copying on consoles is a lot more difficult than PCs; it's always possible, but you're cutting out a big chunk of the potential copying going on if it requires a soldering iron to get it done. Publishers can afford to completely ignore illicit copying on consoles.

    However, they can use "piracy" as a rallying cry to put in measures to kill the used game market.

    --
    Not a typewriter
    1. Re:Won't Bother by TheTurtlesMoves · · Score: 1

      In the countries I have lived in. Getting your fav console mod chip, cost about 10 bucks at the shop. No soldiering Iron required.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    2. Re:Won't Bother by IamTheRealMike · · Score: 1

      Actually it's not possible to copy games on the PS3, period. It's also not possible to copy internet distributed games on PS3 or Xbox 360. It is possible to copy game discs on the 360, but it requires some convoluted modding process and if Microsoft detect you the console will be banned from Xbox Live. At least for me, that's a major part of the Xbox 360 value, so, getting the box banned would be a big risk.

  5. Silly question. by schon · · Score: 2, Insightful

    There is also a lucrative market for used video games to consider. After some gamers complete a title, they sell it back to the retailer. How will benefit denial handle that situation?

    Simple: it will not be allowed.

    You *really* think that they'd all the used market to exist if they had a choice?

    Read this for an idea of what the game publishers think about the used market. (Yes, the guy is an obvious shill.)

    1. Re:Silly question. by gslavik · · Score: 1

      Your link talks about how gamestop and ebgames (and the like) benefit from it, since they get to buy games for 20 USD and sell them back at 40USD where a new game costs 60USD. This is the same scheme that college bookstores use. The article doesn't mention anything about people selling directly to people.

  6. The big problem with these numbers by GodfatherofSoul · · Score: 4, Insightful

    How can you ever know how many pirates would ever purchase your product? I do think that piracy is hurting these companies, but they can't keep making the assumption that there's a goldmine of potential customers out there if only they figure out a way to make acquiring their products even more difficult. I'm pissed off enough with the way my HDMI connections constantly flake out or introduce annoying delays into my home theater setup. Now, how are people like my Luddite parents going to react to yet another hurdle? Content providers need to do some serious soul searching to see how many people they're deterring as opposed to the numbers they think they'll draw in from the shadows.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
    1. Re:The big problem with these numbers by Anonymous Coward · · Score: 0

      I've somewhat lost my interest in games already due to this. When i buy a game i want to be able to:
      1) play it right away, without hassle
      2) without it installing lots of little apps fucking up my system
      3) get rid of it when i lose my interest in it

      Software is not the same as property, as there is no exclusivity to it. We've established that it should be *seen* as property to be able to turn it into a commodity. It's already a stretch. If they start selling it as IP, they'll lose my purse for good.

  7. Another link in a long chain. by InMSWeAntitrust · · Score: 3, Insightful

    "In order for benefit denial to work, the EMA would presumably require the three major consoles to have some sort of activation verification function to ensure that games were legally purchased.

    Correct me if I'm wrong, but isn't that what they already do? I remember the original Xbox had a challenge response function signed with 2048bit RSA specifically designed to verify if the game was legitimate (regardless of homebrew implications). I fail to see how this generates anything except another spot for something to go wrong (ever have the cashier forget to give you change? Now have him forget to activate your $60 game).

    Honestly, the best thing to combat piracy is to release better quality games. I'm looking at you EA (a.k.a. carbon copy gaming).

    1. Re:Another link in a long chain. by Nerdfest · · Score: 1

      They did code signing, as does the current xbox, and the PS3 as well, I believe. Something like they're talking about would require you to have online connectivity to play a game, at least at startup.

    2. Re:Another link in a long chain. by InMSWeAntitrust · · Score: 1

      No, they're talking about activating the game at the point of sale, probably in addition to all the arcane DRM techniques they use.

    3. Re:Another link in a long chain. by mrfaithful · · Score: 1

      No, they're talking about activating the game at the point of sale, probably in addition to all the arcane DRM techniques they use.

      And how would your console determine it has been activated? By going online.

    4. Re:Another link in a long chain. by Nerdfest · · Score: 1

      The alternative would be actually updating the media with an activation code. If the code is not there, it will not play. I would think this is really only of value to them if they record the personal details of the person who bought the game I'm not sure I'd be willing to give them mine.

    5. Re:Another link in a long chain. by assassinator42 · · Score: 1

      I can't find a clear answer as to what percentage of 360 owners have never connected to Live, but this suggests that it's around a third. I highly doubt they'd suddenly prevent one third of their userbase from playing games and dealing with those who buy the game anyway but can't play them just to stop piracy.
      And I don't see anyway this would be even possible with DVDs.

    6. Re:Another link in a long chain. by bertoelcon · · Score: 1

      Even the NES had a chip that determined if it was a real game or not, so the legitimate game test is not a new one by far.

      --
      Anything can be found funny, from a certain point of view.
    7. Re:Another link in a long chain. by colk99 · · Score: 1

      Great so now console gaming is going to get securerom with full online activation awesome just what I always wanted

    8. Re:Another link in a long chain. by tepples · · Score: 1

      Something like they're talking about would require you to have online connectivity to play a game, at least at startup.

      This has been the case for Final Fantasy XI, Phantasy Star Online, and other console MMORPGs since day one, and it has been the case for PC games that use Steam since day one.

    9. Re:Another link in a long chain. by TheTurtlesMoves · · Score: 1

      Better quality games will not reduce piracy any more than lowing the drinking age with reduce alcohol consumption.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    10. Re:Another link in a long chain. by IamTheRealMike · · Score: 1

      Yeah, I think it's pretty unlikely they'll do online activation just yet for the 360 at least. There are too many people who aren't connected. What they might start doing is releasing the game online a month or two before the disc based version is out. There isn't any way to pirate online distributed games on modern consoles and it seems unlikely that this will change, so they can exploit the desire pirates have to play the newest stuff to get a few extra sales without reducing their eventual overall market.

  8. Crazy.. by spire3661 · · Score: 2, Insightful

    These people really are insane. They wont be happy until they can charge us every time an IP protected thought crosses our brain. The idea that IP is charged 'per brain' as it were, is slowly coming to be. No more sharing with friends, that would be illegal!

    --
    Good-bye
    1. Re:Crazy.. by gzipped_tar · · Score: 1

      charged 'per brain'

      and soon it will become 'per brain per second'

      --
      Colorless green Cthulhu waits dreaming furiously.
  9. they assume by branboom · · Score: 2, Informative

    We would start buying the games again ahahha.

  10. are they kicking up the security another notch? by Anonymous Coward · · Score: 0

    obligatory bam

    it's just going to create a lot more overhead for the publishing companies, drive legid users already up in arms about draconic measures even more UP IN ARMS
    for the tiny amount of people who quit because they can't be arsed anymore to keep up with latest crackin/copying techniques

  11. This solves nothing until ... by c0d3g33k · · Score: 4, Insightful

    ... they figure out a way around the "I won't buy it" problem. The sales lost to "I won't buy it" and "I don't know you exist" and "I'm not really interested in your game" and "How much? You have got to be kidding" and "No, I won't buy you that game - you just had your birthday and Christmas is 5 months away" and "I really need to pay the rent - I can't buy that game right now" and "I'll just take a walk instead" and "Wow - that sounds like a great book - I'll buy that instead of that game" vastly outnumber the number of sales lost to piracy. Give people a reason to buy the game, and they will do so, should they be so inclined. Give people more reasons not to buy the game and they will gladly comply as well.

    1. Re:This solves nothing until ... by Nautical+Insanity · · Score: 1

      Well that's why EA is planning to debut their brand-new "Mental Protection System" that will fix the problem of sales lost to people who don't want their games. Don't worry, it has no adverse side effects, should be easy to uninstall, and will be completely bug-free.

    2. Re:This solves nothing until ... by zmnatz · · Score: 3, Interesting

      There's that term again. "Reason to buy." Why would a publisher want to do that? Isn't it better to make the game, then complain about being entitled to money without providing any reason. Clearly, treating all your customers as criminals is the answer.

      Yes, instead of treating the people who legitimately buy things as what they are, Paying customers who as the saying goes, "are always right", let's just the assume the people who are buying the thing are the ones that are going to pirate it. That makes perfect sense.

  12. History Shows ... by Nerdfest · · Score: 1

    History shows that MS may be in favour of this judging by the way they seem to have bowed to big media and crippled the Zune's wireless functionality. The device would have been awesome had that been implemented in a non-crippled way. It goes without saying that this is right up Sony's alley, and it's surprising they haven't tried it themselves. I'm not sure how Nintendo would come in on something like this. I've heard people don't even have the homebrew channel disabled when they get a Wii back from repair, and Nintendo does carry a lot of market weight these days.

  13. How will this work for people who don't have high by Joe+The+Dragon · · Score: 3, Insightful

    How will this work for people who don't have high speed internet? None of today DVDs, Blu-ray players, xboxs, ps3 have dial up and for some people that is all they can get.
    will they have to use usb keys that act as Dongles?

  14. Big retailers won't stand for it by Animats · · Score: 5, Insightful

    The big retailers won't stand for the slowdown at checkout this would cause. Various schemes like this have been proposed before, and Wal-Mart isn't interested.

    If everybody who wants activation at checkout, from cell phones to gift cards to videos, gets together and standardizes on a system, maybe.

    1. Re:Big retailers won't stand for it by hemp · · Score: 3, Interesting

      This is currently how pre-paid cell phone cards and lottery tickets are sold.

      You buy the card, for example a $20 Virgin Mobile card at Target, and during the checkout process, the cashier takes your money and scans the card. The number from the card is sent to Virgin as "enabled". This allows Target and Virgin to not worry about anyone stealing a rack full of phone cards as only "enabled" cards are allowed to be used to add minutes to your cell phone.

      --
      Skip ------ See the latest from http://www.anArchyFortWorth.com
    2. Re:Big retailers won't stand for it by Jedi+Alec · · Score: 1

      Heh, you guys have actual physical cards?

      Here they just punch a button and a ticket with a number you can use to increase pre-pay credit rolls out.

      --

      People replying to my sig annoy me. That's why I change it all the time.
  15. Then their losses will be from somethinng else... by Anonymous Coward · · Score: 0

    Me walking away, disinterested in their attempts to lock me into a bad deal.

  16. Complicated has failed in the past by Anonymous Coward · · Score: 0

    Looks like an industry needs a history lesson. http://en.wikipedia.org/wiki/DIVX_(Digital_Video_Express)

  17. All on the retailer by failedlogic · · Score: 1

    The pressure is being put on the retailer. As a condition of selling the media, the retailer must agree to activating it.

    Customer has a bad experience with the activation? No problem, blame the retailer.

  18. No more right of first sale by woboyle · · Score: 5, Insightful

    This is just another example how big media is trying to circumvent the right of first sale. They would prefer that you aren't purchasing the product, but rather a non-transferable license to use the product. This effort must be thwarted at all costs, or pretty soon we won't be able to "own" anything...

    --
    Sometimes, real fast is almost as good as real-time.
    1. Re:No more right of first sale by peipas · · Score: 1

      They don't want you to have a license either, or they'd be willing to replace your damaged media. When you buy a CD you quite simply aren't buying...anything.

    2. Re:No more right of first sale by woboyle · · Score: 1

      Caveat Emptor! And the labels are wondering why we aren't buying into their dren! They deserve to go out of business. I used to purchase over $1000 USD / year in CDs, but any more the only CDs I purchase are directly from the artists at their concerts or workshops.

      --
      Sometimes, real fast is almost as good as real-time.
    3. Re:No more right of first sale by Doctor_Jest · · Score: 1

      Exactly. They want to eliminate the right of first sale, selling licenses only, but do not want the burden of replacing media, and support of the license that they enjoy now as "you bought it, now give us $20 for a replacement disc". It's getting pretty stupid, and soon even the die-hards will abandon the whole thing because of the incessant inconvenience of being a "valued customer." Both Gamestop and eBay will suffer if the games lose their first sale... and with giants like Best Buy and Amazon going after the used market... perhaps there will be more pushback from the retail community than we anticipate. Here's to hoping. :)

      --
      It's the Stay-Puft Marshmallow Man.
  19. The value of things by erroneus · · Score: 4, Insightful

    I realize my perspective on what the value of something is might be a little strange, but I hold that it is quite logical.

    I don't buy diamonds primarily because of the blood and scandal associated with them, but also because of the resale value problem. "Used diamonds" sell for SIGNIFICANTLY less than "New diamonds." Why is that? The real and true value of diamonds must be closer to that of used diamonds than that of new. I also don't buy "new cars" for the same reason. There is a huge loss in price between the two states of new and used and it's not equal to or less than the value of the use I get from it in my opinion. Therefore new cars represent a big waste of money and is a bad investment... same as diamonds.

    How does this reflect on the topic? Simple. This "activated at POS" notion serves only to limit or kill the resale potential for a single title. They seek to control not only the copyright, but also the access to the media. And without the possibility of being able to resell the games or music or movies one has purchased, you are looking at an even greater disparity between the first sale price and the resale value. When they decide a title is no longer available or eligible for activation, the owner's purchase becomes completely worthless. (And let's say a game activation was tied to an XBOX Live or similar account system and for whatever reason, the XBOX Live account is no longer available and the same person needs to create another account... will he be able to take his game activations over to the new account? I DOUBT IT. This could mean the loss of several hundred or possibly more than thousands of dollars of first owner cost at the discretion of the policy of the hosts of the accounts used to manage activations.) This is a step worse than the "DRM nightmares" that people have encountered when DRM content providers shut down servers or their servers fail or their data is somehow lost or corrupted resulting in the loss of access to content that the user legally paid for.

    This is yet another way in which the public domain becomes a casualty of the greed of copyrighted content owners. We seriously need to crank up the volume when it comes to expressing the loss of the public domain to legislators. Large parts of our history and culture have been lost forever already due to the way copyright is abusing the public's good faith. (Yes, I said good faith because MOST consumers don't infringe on copyrights... MOST don't have a clue as to how they can even do it.)

    1. Re:The value of things by Lonewolf666 · · Score: 2, Interesting

      I agree, and from a purely financial point of view the calculation is actually easy:

      If you used to resell your games after a few weeks at half price (just an example), you would get to play them "effectively" at half of the first sale price for a while. Adjust this number for your actual buying and selling habits.

      Enter activation, and lets make the worst case assumption that your console will break someday and the games won't run on the replacement console/next model. Now you also get to play the games "for a while", but at full first sale price.

      Consequence:
      If you as user don't want to pay more for your games, you'll have to switch to buying only older games that are no longer in the full price category. This also means that the publisher makes the sale half a year (or more) later.
      I wonder how the industry will like it if people do that ;-)

      --
      C - the footgun of programming languages
    2. Re:The value of things by Kaboom13 · · Score: 3, Insightful

      There is some factors into the price difference between new an used cars other then perception. A diamond, after, does not age, any defects are readily visible to a jeweler that knows what he is doing etc. A car has hundreds of different factors that affect it's condition and life. A new car is in a more or less known state ("lemons" that are defective from the factory aside). A used car, even if it is only just a few years old, has an unknown history. How well the car was maintained by the previous owner, any possible accidents that could have caused hidden damage, a long history of service problems, etc. There's a lack of information. What you do know, is the previous owner sold the car for a reason. That reason could be mundane, like they got a raise or new position and wanted a better car, they moved or can no longer afford it, or it could be because the car is a piece of shit and they are tired of it. Even a skilled mechanic cannot fully access the state of the car without a lot of expensive labor costs. Information has value, and there is more information about the new car then the used car, so that in part accounts for the difference in value when you drive it off the lot. There are of course other factors, a big one being the "cool" factor, the fact noone else's smelly butt has been in your drivers seat, warranties, etc.

    3. Re:The value of things by erroneus · · Score: 2, Funny

      All that sounds great. But when you buy a car and sell it even 6 months later, you will not get a "new car" price from it. There is a generally accepted drop in value the moment you drive it off the lot. Hrm... gives me an idea for the next time I feel like jacking around with a car salesman -- ask them about that value drop and then ask them to discount the price of the car by that much so that I don't have to suffer a loss immediately after buying it. From the moment you buy a new car, you are "upside down."

    4. Re:The value of things by blankinthefill · · Score: 1

      Actually, that price drop does make sense in the context of the GPs post. You don't know the history of that car over the 6 months from when it drove off the lot. They way I've had it told to me is thus: Why would someone buy a new car, then turn around and sell it six months later? Sure, they could just be upgrading, or downgrading, or whatever... but 6 months is a really short time to do that in. Many people worry that a car sold that quickly after coming off the lot is being sold because it is a lemon. It doesn't make it a lemon, of course, it could be something else, but perception is everything. That is one of the biggest reasons that people I've talked to have been wary of buying used cars that are too new. Of course, as you move away from the date that you drove off the lot, the car also gets more use and has a higher chance of developing problems, and the unknown history it has also increases. This is why the car will not increase in price one the fears that the car is a lemon start to abate. And of course, as you move farther out, you begin to run into warranty issues (which are, imo, a HUGE part of what you're paying for with most cars), which end up just depressing the value of the car further. Anyways, my point is that it may seem odd that cars drop like that, but once you delve a little deeper it does make sense... and it also means that you CAN get cars well below their actual value if you buy cars that are nearly new, especially if you have the knowledge (or the money) to make sure that the car ISN'T being sold because its trash.

    5. Re:The value of things by Jiro · · Score: 1

      The reason that used cars sell for less is economics: On the average, people preferentially sell cars that are causing problems, so a used car is more likely to have problems than an average car of that age. The market takes that into consideration. This is why an almost new car sells for so much less than a new car: the mileage isn't that different, but the fact that the used car is on the market at all indicates a greater likelihood of having problems.

    6. Re:The value of things by erroneus · · Score: 1

      But very little explains the IMMEDIATE drop in price once someone takes ownership of a vehicle whether it is actually used or not...even when the "used" car has full factory warranty just as if it were new.

    7. Re:The value of things by Anonymous Coward · · Score: 0

      Sure, but when I bought my 8 year old Nissan Sentra in 96 it basically had no faults, and still runs well at age 21 (I'm from New Zealand, where the average car age is about 12 years).

    8. Re:The value of things by Anonymous Coward · · Score: 0

      Pretty much all things drop in price by at least 10 percent when they become 'used', even if it makes no difference (ie the product will take 50 years or so to wear out).

    9. Re:The value of things by drinkypoo · · Score: 1

      There is some factors into the price difference between new an used cars other then perception. A diamond, after, does not age, any defects are readily visible to a jeweler that knows what he is doing etc. A car has hundreds of different factors that affect it's condition and life.

      The main factor which sets the price of both used diamonds and used cars is perception.

      In his excellent 1982 book The Rise and Fall of Diamonds: The Shattering of a Brilliant Illusion, Edward Jay Epstein lays out quite clearly the story of the Diamond industry. Without going into extensive detail, the used diamond market has been completely depreciated by DeBeers. It is reputed that if they sold every diamond in their vaults at once, diamonds would become a semi-precious stone. Through their network of distributors which they entirely control, they prevent jewelers from paying high prices for used jewelry by simply ratcheting up their prices for stones if they do not comply. Diamonds were in fact seen as a fairly plain stone before DeBeers paid significant sums of money to put them on the hands of moviestars, and especially in the movies themselves, a technique also employed very successfully at the time by the tobacco industry.

      When you drive an automobile off the lot, it loses about a third of its value. Nothing significant has happened to the car itself between the last test drive and your turn onto the street, and in fact, all cars run on used parts. The difference in sale value is one of perception, at least in cases where the factory warranty still applies. The cleaner you can get the car, the more it will sell for. Whether you washed the vehicle makes a larger difference in its value than whether you used good oil.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  20. Yup by goldcd · · Score: 1

    The official PC market is 'similar' to this already. You get a code printed on the manual, and then when you install the game you 'activate' your code online.
    That code is now used and it is tied to you.
    The reason why you now never see any 2nd hand PC games in shops, is if you walk in with a physical game, with the manual, with the code - precisely as how it came - there's no way the poor guy in the shop can know if when he resells the game it'll work.
    So they just drop the PC section and the console section gets just a little bit bigger.

    1. Re:Yup by TheMuon · · Score: 1

      What games is this true for? I play PC games exclusively and I cannot recall ever having to do such a thing.

      I think you are referring to CD keys. There is no online activation. Its a check before installing to determine if you have a valid serial key to go along with the disc. If it is a game with multiplayer this acts as a fairly effective anti piracy mechanism since they can detect if 2 people with the same CD key are trying to access the multiplayer through their servers at the same time. If you are playing single player or multiplayer via LAN or unofficial servers then it does nothing to stop piracy.

      The reason you can't resell PC games is because there is nothing to guarentee that you've uninstalled the game from your PC or that you haven't made a copy. Unlike with consoles, not having the disc is no hinderence for a PC gamer to still play the game.

    2. Re:Yup by XcepticZP · · Score: 1

      I don't know what rock you've been living under these past few years. But most games these days don't even allow single player without some sort of online activation.

      Then you have all of Valve's games. They don't allow you single player without online activation and a full update of the game.

      It is a damned shame that they have done this to PC gaming. I can not describe how my blood boils everytime I see a buy used console game or rent used console game section somewhere. Most console games are just as easy to copy these days as are PC games, so I just don't see the logic!!

  21. piracy by Anonymous Coward · · Score: 2, Interesting

    I used to pirate stuff when I was a kid because I didn't have the money. Now that I'm an adult with a moderately decent job, I purchase everything legitimately. If this happens, I'll pirate again, but this time based on principle.

  22. Resale market by taustin · · Score: 3, Insightful

    There is also a lucrative market for used video games to consider. After some gamers complete a title, they sell it back to the retailer. How will benefit denial handle that situation?"

    If I understand their reasoning correctly, that's part of the piracy they're trying to stop.

    That's the useful part about calling coypright infringement piracy instead of copyright infringement: It has no real meaning, so it means whatever they want it to mean.

  23. Last time I checked... by kylerowens · · Score: 1

    DVD players didn't have internet access. How exactly do they plan to implement such a ridiculous idea.

    1. Re:Last time I checked... by Anonymous Coward · · Score: 0

      It's obvious, they'll make possession of a DVD player without internet access a criminal offence.

  24. I bet the pirate version doesn't have that problem by Anonymous Coward · · Score: 0

    Just like pirated DVDs don't have long unskippable ads at the beginning...

  25. Aftermarket, schmaftermarket by Anonymous Coward · · Score: 0

    "After some gamers complete a title, they sell it back to the retailer. How will benefit denial handle that situation?" Why, it won't, of course. Isn't that convenient? Publishers never liked the "first sale" doctrine, but there's nothing they can do about it, from a purely legal point of view. So, a technical "solution" it is.

  26. It's about killing the Pre-release by Amphetam1ne · · Score: 4, Insightful

    It's about stopping the pirates from getting the game much earlier than it's retail release date. Some studies have indicated that there is a good 10% extra to be had if you manage to have your 1st 3 days of release without a pirate version available. People who might have bought, but went for a pirate copy instead because they couldn't be bothered to drive into town for example. Most of the pre-release pirate games come from retail, where games may have been shipped to store anything up to 2 weeks before the street date. Employee's of games stores who have ties to scene release groups will purchase or borrow a pre-release game, upload it to the group who will crack it if necessary and then upload it to a private FTP where they hope to win points for being the 1st group to release. From there the game will be disseminated via the usual channels like torrents, usenet, rapidshare (aparently much to the disaproval of The Scene, who just do this to see who can get there 1st). Basicly for years the carefully craftd release scheduals and marketing plans of huge media companies have been screwed up by a bunch of teenagers having an e-penis waving contest. It's nothing new though, it's been happening for 20+ years and has it's roots in dial-up BBS'. There's a scene for virtually everything, not just games. Albums, singles, vinyl DJ promo's, DVD, Blu-ray, PC Apps, Mac apps, Music Production sample packs, they all have their own scene and their own set of groups that are fighting to be the 1st to get a pirate copy on the internet. This is where piracy comes from, not terrorism, not organised crime, just a bunch of teens playing a game against each other.

    On the subject of the used market, publishers will be shooting themselves in the feet if they want to go ahead with killing the used market. It's estimated that a substantial number of new game buyers partially fund their games buying through trading in their old titles. So the loss of the used market will more than likely have a negative effect on new sales close to the value of
    I think that peple need to realize that there is simply not an infinite amount of money in the ecconomy and that somwhere you reach a point where no more sales can be made until more cash flows back to the pockets of your customers. However, if you keep the money moving around fast enough, it can seem like there's an infinite amount of it.

    --
    I only buy pepper spray that's been tested on anti-vivisectionists.
    1. Re:It's about killing the Pre-release by Rogerborg · · Score: 1

      How's it going to stop that? The same guys who crack all the existing DRM cruft in games will just crack this DRM as well.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:It's about killing the Pre-release by Amphetam1ne · · Score: 3, Informative

      I believe there has been talk in the past of not including a main game executable on the disk and only copies that have been activated at checkout will be able to download it. Obviously this doesn't account for things like review copies, beta leaks, etc.

      --
      I only buy pepper spray that's been tested on anti-vivisectionists.
    3. Re:It's about killing the Pre-release by mochan_s · · Score: 1

      The PS3 DRM hasn't been cracked yet. The XBox360 DRM hasn't been technically cracked also. There is a circumvention to play retail games but not a crack of the DRM like the original XBox.

    4. Re:It's about killing the Pre-release by mochan_s · · Score: 1

      Basicly for years the carefully craftd release scheduals and marketing plans of huge media companies have been screwed up by a bunch of teenagers having an e-penis waving contest.

      The solution has been simple.

      XBox has an e-penis system called achievements. If you play a game before a release date, you can get banned and your e-penis tucked away by Microsoft. So, even if people download the data before the pre-release date, they don't dare to play it before the release date which can coincide with the marketing.

    5. Re:It's about killing the Pre-release by Amphetam1ne · · Score: 2, Informative

      The "game" to these guys is getting the release out on the net 1st. They recieve points if they are the 1st group to release, but not points from MS!

      Besides, the bans for playing games early on live have been stopped for a while now, there were too many complaints from legitimate customers who'd orderd the game from web/mail order and were unaware that the retailer had broken street date.

      --
      I only buy pepper spray that's been tested on anti-vivisectionists.
    6. Re:It's about killing the Pre-release by Rogerborg · · Score: 1

      The issue in this thread is "It's about stopping the pirates from getting the game much earlier than it's retail release date."

      In the context of that problem, we're only talking about cracked systems, or PCs.

      --
      If you were blocking sigs, you wouldn't have to read this.
    7. Re:It's about killing the Pre-release by ShakaUVM · · Score: 2, Interesting

      I believe there has been talk in the past of not including a main game executable on the disk and only copies that have been activated at checkout will be able to download it.

      Yeah, Sony is starting to roll this out. Patapon 2 is a download only title, which means that if you buy it at Gamestop, the box only contains a little code that you type in to download at home. So you need to buy your own media (a memory stick) to hold their software on it. It takes up about a third of mine.

      Sony allows you to download a product you buy a total of five times (or at least they used to, I haven't looked recently), which means that you don't really own the software at all. But then again, we've been trained that way by Microsoft and all the other big companies with their activation schemes (I had to call Microsoft to explain why I'd activated my copy of Office 5 times - every time my lemon of a laptop broke and I took it in for warranty they gave me a loaner - 6 activations in as many months).

      Personally, I think that if you do indeed have a license (as the music and software people claim), and don't actually own your copy of the software, then they should be obligated to provide you with a copy if you lose it, since the license means you have a right to enjoy it for your own personal benefit as long as you like. A law stating this would do the trick nicely.

    8. Re:It's about killing the Pre-release by dontPanik · · Score: 1

      On the subject of the used market, publishers will be shooting themselves in the feet if they want to go ahead with killing the used market. It's estimated that a substantial number of new game buyers partially fund their games buying through trading in their old titles. So the loss of the used market will more than likely have a negative effect on new sales close to the value of

      Your statistic on comsumers buying new games using money from used games is probably not applicable. Yes, I'm sure many new game purchases are made using some money from used game trade-ins. But this isn't because it's the only way a consumer can possibly afford the new game, it's just because they happen to have the money in their pocket, and they're at the game store. Corrilation does not imply causation and all that. I'm not ready to believe that the publishing companies need the used game industry in any way.

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    9. Re:It's about killing the Pre-release by Anonymous Coward · · Score: 0

      I'm not ready to believe that the publishing companies need the used game industry in any way.

      Publishing companies don't need the used game sales. However, if they are every successful at eliminating it they will probably find that it will have a negative impact on their overall sales (though very likely one they can survive). So it's not a case of them needing those sales, it's more a case of shooting themselves in the foot. One can survive without the lost toe, but the process will be painful with lasting, if minor, consequences.

    10. Re:It's about killing the Pre-release by Amphetam1ne · · Score: 1

      I know of a few that wouldn't cut out their new purchases entirely, but would certainly buy in less quantity. Also it may lead to a lot more people using sites like gamestracker, where you find the game you want, put in the price you want to pay for it and let the site email you when one of the thousands of retailers they do a daily price-scan on has it for that price. It'll be just as good in a couple of months as it is on day 1. Believe me when I say that virtually all new releases will be offered at a sub £15 price point within the first 3 months of release. Someone will get a massive overstock, be using it as a loss leader or whatever. If you're late to the market because you didn't buy the console in the 1st year then you've already got a huge back catalogue of cheap titles to get you started as well! I won't say that the loss of the used market would do massive damage to the new market, but it would likely push people to wait longer and get titles from the mid-price and budget ranges.

      --
      I only buy pepper spray that's been tested on anti-vivisectionists.
  27. Movies WTF? by future+assassin · · Score: 1

    Seriously the moment I have to give out my personal info and spend 5 min at the check out to activate a MOVIE is the day I stop buying ANY entertainment and that includes going to watch movies at the movie theater. Just like I haven't bought any new music cd's for years although I love hitting up pawn shops and flea markets for dirt cheap music.

    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  28. It's just slave talk. by iCantSpell · · Score: 1

    Every once in a while some greedy bald guy in a suit will have coffee with his buddies to talk about restricting content for profit, and this is one of those ideas.

    Activating dvds, games, and anything else on a disc is absolutely impossible. Not every single hardware maker in the world is going to raise the cost of production to apply this crap to there devices.

    Now lets look at some more facts. Not everyone has internet, you would have to replace or have seperate hardware for the "activated" media, and most people will partake in the acts that this move is trying to prevent.

  29. You know... by Runefox · · Score: 2, Funny

    I've said it before and I'll say it again: The only real thing that needs to happen to completely lock down physical media on consoles is for a small portion of the disc to be writeable, and require retailers to write that with a specialized burner on purchase, containing all pertinent information including console serial number, date of purchase, place of purchase, etc etc. Encode/burn it in a way otherwise unreadable by normal players (like the Dreamcast's GD-ROM format, which was, to grossly over-simplify, more or less an inversion of the expected TOC with the data written backwards), give the console(s) in question the ability to read and require that track via firmware, and you have a completely locked-down, no-resale system that's directly tied to your console and your console alone. Charge an extra 50% per disc for "unlocked" versions to be used solely at video rental stores, perhaps with a re-writeable layer containing a date string to lock the game once the due-back date arrives.

    Sure, it'd cost an arm and a leg and the soul of your first-born son, but who cares? You're saving yourself from PIRATES. Plus, you get all the benefits of the online distribution racket, too - Your friend wants to play? They need to get their own copy! You lost your disc? Buy another one, just like people who lost their accounts do! Console broke? Well, buy a new one and buy all your games again! Best of all, no pesky internet connection required to verify the license. That's a plus for the consumer!

    Sure, you might be able to get around it, but good luck with that.

    --
    Screw the rules, I have green hair!
  30. Entertainment MERCHANTS, not Publishers by Swanktastic · · Score: 2, Interesting

    This study was published by the Entertainment Merchants Association, which is a trade group for the retailers who sell and rent games. The members are companies like Toys R Us, Blockbuster, Target, etc. All the posts here read like the publishers are the ones sponsoring this study- eg this is the publishers trying to kill used sales.

    I'm not convinced that is the motivation given that the merchants are the primary beneficiaries of used sales. For merchants, in store theft is a huge issue, and I imagine it was a primary motivation for at least starting this study on POS activation.

    These guys are looking to a future where downloaded games reduce the need for physical retailers, and I'm sure they are scrambling to ensure their place in the world through whatever means necessary- including some dumb ideas like POS activation.

    1. Re:Entertainment MERCHANTS, not Publishers by drinkypoo · · Score: 1

      OTOH if I were a publisher I would definitely want to support this, because it would push more people towards my online downloads, which give me more control and a larger percentage of the sale. It's entirely possible that a consumer group could force them to allow unlimited re-activation in support of first sale law, and then where would they be? Lots of cost with no benefit.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  31. They can do whatever they like... by Anonymous Coward · · Score: 0

    I stopped buying *new* games years ago. I have to worry about what "capitalistic malware infestation" the new PC games come with. Combine this with the shitty quality of newer games (Deus Ex Invisible War vs. Deus Ex) (Unreal 2 vs. Unreal) and its easy to see how the games of ten years ago were *so* much better. At least I have twelve years of great classic games to play. I miss games like Sin, Thief, DX, Unreal and Quake.

    I also blame the XBOX for destroying two of my favorite franchises (Thief and DX). Everyone loves tiny environments and muddy textures. The future is sloppy ports of games that are unoptimized and cator to the lowest contender in terms of hardware and player IQ.

  32. Make it too hard to be legal by nurb432 · · Score: 1

    And more people will go the illegal route.

    --
    ---- Booth was a patriot ----
  33. Yes! by Weezul · · Score: 1

    Console games are the bane of computing! Any innovation that drastically reduces the console game market, moving those people to netbooks and set top boxes is a massive boon for humanity!

    --
    The Christian religion has been and still is the principal enemy of moral progress in the world. -- Bertrand Russell
  34. generate ? by bug1 · · Score: 1

    Would generate an additional $6 billion in revenues for media corporations each year

    or

    Would consume an additional $6 billion in revenues from consumers each year

  35. Re:generate ? (and what are They trying to stop?) by Anonymous Coward · · Score: 0

    Greetings and Salutations....

    Would generate an additional $6 billion in revenues for media corporations each year

    or

    Would consume an additional $6 billion in revenues from consumers each year

    One thing that jumps out at me, when I look at these numbers is that, according to THIS source:

    http://www.emarketer.com/Reports/All/Gaming_mar06.aspx

    the gaming software sales world wide is in the $30 billion area. However, It is unclear to me how this suggested change would be applied on
    a world-wide basis. In the USA, according to THIS link:

    http://www.emarketer.com/Reports/All/Gaming_mar06.aspx

    the sales are in the $6.2 billion area.

    Now...are they claiming that 50% of the games running on consoles and PCs out there are stolen? That seems a tad high to me, especially since
    one DOES need media of some sort to run on a console.

    Also, in passing...the articles I read seemed to be focused more on the problems of physical theft from the stores, not downloading copies from the Net.
    It would be very hard to attach a dye tag, or a large, lockable container, that would have to be physically removed by a clerk, to a downloaded file. However, if their GOAL is to start forcing consumers to purchase NOTHING but physical copies of the games, this might work.

    Stopping shoplifting is one thing. Attempting to lock consumers into HAVING to buy the game from one source, with no competition is doomed to failure (look at IBM's example).

    regards
    dave mundt

  36. Nonspecific as to whom by Anonymous Coward · · Score: 0

    Generate $6 billion in revenue for *whom*?
    I'm guessing it isn't the game creators.
    Maybe the company selling this product?

  37. In related news... by Ender77 · · Score: 2, Interesting

    ...Piracy jumps 8000% after plan is implemented. Seriously, this was tried with the DRM securvirus fiasco, people like me REFUSED to buy anything that had it on it, and drove everybody to get the pirated version. Not only that, people went to every site that had reviews of the games and nuked the reviews which hurt sales even more. EA finally relented and seems to have learned their lesson and not put any securcrap on their latest games (besides CD check). Go ahead and put this on your games/movies/others, they will learn soon enough what happens when a company gets too greedy the moment they do.

  38. This is about the DRM vendors. by Anonymous Coward · · Score: 0

    I don't think this is about a problem with piracy. Or stopping used games sales. This is about digital rights vendors trying to sell a product. They need studies like this to make their pitch to software developers.

  39. Managing expectations? by Anonymous Coward · · Score: 0

    Perhaps this is another ploy to manage peoples' expectations. If the latest iteration is so outrageous, then it makes the established practice (DRM) seem like a cuddly teddy bear.

  40. Out-of-warranty Wii repairs by tepples · · Score: 1

    I've heard people don't even have the homebrew channel disabled when they get a Wii back from repair

    And I've read anecdotes to the contrary. People sending in a Wii console out-of-warranty to replace a broken disc drive (should be about $75 if that) are charged for essentially a new console because Nintendo detected a "Softwarehack".

  41. They'll just shut down the servers by tepples · · Score: 1

    If you as user don't want to pay more for your games, you'll have to switch to buying only older games that are no longer in the full price category. This also means that the publisher makes the sale half a year (or more) later. I wonder how the industry will like it if people do that ;-)

    When one tries to play an older PS2 game online, it fails with DNAS error code -103: "This software title is not in service." I've seen this happen with even new-in-box games from the bargain bin, such as Konami's Dance Dance Revolution Supernova.

  42. Studies! by Anonymous Coward · · Score: 0

    Studies claim that giving a ragtag group of misfits millions of dollars in equipment and ONE, LAST, CHANCE will save the entire planet! I see them all the time on tv, it must be true.

  43. In related news ... by dogeatery · · Score: 1

    The guys over at Operation Sports will have roster updates for NFL 2k5 on the old XBox and PS2 consoles ready to go by September. http://www.operationsports.com/forums/espn-nfl-2k5-football/ Another year without having to buy Madden!

  44. Distribution owners and chains are just scared by Anonymous Coward · · Score: 0

    because as noted before. Stuff like Steam and the MS, Sony and Nintento Online distribution methods are proving to be a gigantic competition for the distribution chains (which happen to be owned, just like with movies and music, the big publishers).

    Its not only piracy thats taking away money from hardcopy distribution but everything online.

    Just like with movies and music, the big money publishers are stuck in their old ways, can't and won't evolve to not needing 90% of the people they employ and 99% of the distribution buildings and transport methods they own.

    Dropping their old ways would mean getting rid of most of their assets and a whopping lot of their turnover.

    Because they didn't evolve with the rest of the world, they are stuck in a possition where they are in their entirety obsolete and could be cut out as a middle man without any problems.

    Just like with the movie and music corps, they are showing their final kicks and trashes while dying a very painfull death.

    They prefer blaming their failing bussines on Piracy and filesharing, while its their own damn fault because they opted for maximum profit without regard to the fact that route would mean their death.

  45. Climb the mountain because it's there! by reiisi · · Score: 1

    Code a (stupid) activation function because you (think you) can.

    This is called, of course, blind hacking. Some people can't tell the difference between a computer and a magic box.

    --
    Computer memory is just fancy paper, CPUs just fancy pens with fancy erasers; the 'net is just a fancy backyard fence.
  46. Oversight by Akir · · Score: 1

    You forget, EMA, that that extra $6B IS ALSO GOING TO BE THE $6B THEY WON'T BE ABLE TO SPEND ON GAMES THE NEXT TIME AROUND!

    I may be exaggerating, but meh.

    Well, this new activation scheme may be a good thing. After they put that into effect, the cracking groups will become so popular that they'll establish their own publishers who won't deal with this crap.

  47. Why? by Anonymous Coward · · Score: 0

    Some of you seem to be missing the point here. 99% of retailers keep their stock(vg/accessories) behind a locked cabinet/doors. If someone is stealing that they're friggin Houdini. So no, this isn't to stop theft. This isn't to deter piracy(as expected) this is to generate revenue streams from retailers. This isn't about you and me, it's about them and them. These services aren't free and the creators of a mainstream system will generate millions in revenue without actually doing much. Yeah they're system will break down and you won't be able to activate or re-activate a game or movie when you want to but that's not their problem now is it?

  48. Won't affects used sales, will be annoying. by Anonymous Coward · · Score: 0

    I don't see this doing anything but making the sale take longer and possible stop some in store thefts. This has nothing to do with piracy and it will have no effect on the used game market. A place like Gamestop that makes most of it's business on used games will have no incentive to deactivate a game before selling it again but would have every reason not to. Also I've heard nothing about any possible deactivation (and honestly if they are expecting that then they're completely batshit). In the end this will just be annoying and maybe stop some retail loss but will not increase revenue because that kid that just stuck a copy of GTA down his pants when nobody was looking won't magically have sixty bucks hidden in the same spot.