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Game Industry Vets On DRM

An anonymous reader points out an article at SavyGamer in which several game industry veterans were polled for their opinions on DRM. Cliff Harris of Positech Games said he didn't think his decision to stop using DRM significantly affected piracy of his games, accepting it as an unavoidable fact. "Maybe a few of the more honest people now buy the game rather than pirate it, but this sort of thing is impossible to measure. You can see how many people are cracking and uploading your game, but tracking downloads is harder. It seems any game, even if it's $0.99 has a five hour demo and is DRM-free and done by a nobel-peace prize winning game design legend, will be cracked and distributed on day one by some self righteous teenager anyway. People who crack and upload games don't give a damn what you've done to placate gamers, they crack it anyway." Nihal de Silva of Direct2Drive UK said his company hasn't noticed any sales patterns indicating customers are avoiding games with DRM. Richard Wilson of TIGA feels that customers should be adequately warned before buying a game that uses DRM, but makes no bones about the opinion that the resale of used games is not something publishers should worry about.

10 of 372 comments (clear)

  1. Legitimate Customers by Manip · · Score: 5, Interesting

    What they should discuss is the negative impact on legitimate customers rather than on piracy...

    For one example, I legally own *two* copies of Red Alert 2 yet I have them both no-CD cracked. Why? Because I don't want to have to go find the CD each time I want to play and worse still the game even supports playing back Audio CD while you play but yet that requires you to juggle the RA2 and Audio CD constantly just to get the damn thing to work!

    The best thing to happen to DRM has been Steam. They have a fairly healthy level of DRM or at least the Valve games do... I hear Bioshock 2 has Steam + "Games for Windows" + SecureRom? What the heck? And an activation limit on Steam?! ... Well Steam *used* to be good for consumers before they started letting publishers do whatever the hell they want.

    1. Re:Legitimate Customers by c1t1z3nk41n3 · · Score: 5, Insightful

      Yeah I've followed a weird arc. When I was younger I downloaded any game I could find just to try them out. I didn't have any money for games so I certainly wasn't a lost sale. Then after I got more settled and hit my mid 20s I started buying all my games. I had the money to spend at that point and I figured it only made sense to support developers who made the kind of stuff I like so there would be more to come. But now I'm swinging back the other way. I bought a retail copy of Bioshock even though I'd heard about the DRM problems with it. Bioshock 2 I was going to buy on Steam as that's how I purchase most games these days but after seeing the install limits and securom stuff I've just decided to pirate it. If I'm going to be treated like a criminal I may as well act like one.

    2. Re:Legitimate Customers by delinear · · Score: 5, Insightful

      ... along with a widely publicised promise to unlock all content should Steam be discontinued / Valve go under.

      When companies go under, there is a priority order to who gets what, and guess what... customers are at the end of a very long list. That being the case, do you really believe that they'll be allowed to continue developing for long enough to do right by the customers when that is going to directly translate into further losses for the creditors? That's just not the way these things work, it's not even like the management there would be in charge if they were in liquidation, even if their promise is genuine. Maybe if the solution is already written and they literally just have to flick a switch to deploy it it'll happen, otherwise it's just a marketing tool to assure us everything will be okay (disclaimer: I really like Valve's games and have a few on Steam, I don't object to the service but I'm under no illusion of what will likely happen if they fail - people who still want to play games they bought will have to go find a cracked version somewhere).

  2. Re:right, so it doesn't matter in terms of sales by JosKarith · · Score: 5, Insightful

    DRM is fundimentally flawed in that it only affects your paying customers. 2 days after your game has come out a stripped version will pop up on the torrent sites, meaning that anyone who wants to play the game for free can. Psi-ops was a classic point - I bought the game, only to find that the DRM system objected to me having a dvd burner in my system. So it got returned, and I downloaded a copy.
    Net result of DRM in this case - 1 lost sale.

    --
    'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
  3. Games should come with a DRM warning on the box by initialE · · Score: 5, Insightful

    "The security measures used to restrict the unauthorized use of this software may cause your computer to experience partial or total loss of functionality, and may conflict with other software or hardware you may have installed on this machine"

    It's true enough, and worse is that they are not going to be responsible for restoring your system if it does in fact get hosed.

    --
    Starbucks, Harbuckle of Breath.
  4. It's about used games by LogicalError · · Score: 5, Insightful

    DRM, nowadays at least, isn't so much about piracy but more about killing the used games market. Of course they'll tell you it's about piracy, but it really isn't

  5. Most of the industry is missing a trend by Aceticon · · Score: 5, Insightful

    The trend is that the average age of gamers is now in the 30s.

    What this has to do with DRM is the fact that, at our age (yes, I am in my 30s) what we have the least is time - at the point in your life where you do have a decent income, money is much less of an issue than when you're a teen - if all I have is 1 or 2 hours a day for gaming I don't want to have to jump through extra hoops to play a game and I sure don't want to see my gaming time wasted because my Internet connection is down or the gaming servers are down and the games requires remote authentication (something that adds no value for me).

    The second point is that, when you actually work for a living you can relate the true value of money to the time it takes you to earn it. The cost of a game is then more than a mathematical figure, it's measure in how long do you have to work to pay for it.

    The third point is the increased awareness of the value of things that comes with age. To put it simply, a game fulfils one's need for entertainment and escapism and bad games cost twice as much as good movies and 3 times as much as good books and yet have less entertainment value.

    That said I still pirate games, and in the end it boils down to 1 reason:
    - There is no more try-before-you-buy for most games anymore - the age of Game Demos is gone. I don't want to waste my hard earned money (and I do know how hard it was to earn that money) in a game just to take it home and discover that it sucks, it has too many bugs or it refuses to run in my system due to DRM. I've had plenty of situations where I would buy a game and it would either not work properly, turn out to be little fun or exceptionally short even though gaming sites had been hyping it to no end. At this point (after 20! years of gaming) the gaming industry and the gaming press have shown me again and again that they are not to be trusted ...

    So what I do nowadays is I download the game, try it and if it works ok and I like it, I buy it. Just recently I got X3:TC and bought it as soon as I found out that the game maker had removed DRM in the latest patch (in fact I even got the Gold edition since I trully believe they deserve the money).

  6. Re:Unavoidable by JackDW · · Score: 5, Insightful

    I hate games that do this. "Free to play" has become a warning. It means: "Danger! This game doesn't have a monthly subscription or upfront cost, but the "real money transactions" will turn out to be more expensive than a monthly subscription".

    In all games of this sort, the game designers can alter the game design to maximise the amount of money they take from you. They figure out what you want to do and charge you for it. And if what you want to do changes, they nerf the game once more, again maximising profit at your expense.

    It makes them more money than a monthly subscription, clearly, otherwise they wouldn't do it! The "free" parts of the game are arbitrarily crippled, and you have to pay and pay and pay to undo this. See for example the Facebook game "Farmville" (can't select an area of farmland by clicking and dragging unless you rent this facility) or the MMO "Runes of Magic" (the default bag is tiny and you must rent a bigger one to progress through the game).

    The "free to play" model is a rip-off's charter. It is not a good thing. Do not support it. Pay up front, pay a fixed subscription, or play games that are genuinely free.

    --
    You're an immobile computer, remember?
  7. Re:Ubisoft by BikeHelmet · · Score: 5, Insightful

    It didn't offer to start in offline mode?

    What game was it? If I have it I'll test that particular one.

  8. Re:Unavoidable by rodrigoandrade · · Score: 5, Insightful

    Disagree on almost every level.

    With f2p MMOs, I - not the developer - get to choose IF, WHEN, and HOW MUCH I'm willing to spend on the game. If the game is good, I'll gladly pay to get better gear, charms, etc. If the game sucks, I quit and I'm out of $0.

    Compare that to Aion where you PAY $50 for the retail game, then PAY $15 a month just to SEE IF YOU'LL LIKE IT. That, my friend, IS a rip-off.

    Obviously, the "race to the top" becomes a big spender's minigame, and you'll end up maxing out a few credit cards to get there, but that's only a minority of the player base.

    F2P games were born in Asia, where most players are poor and play mostly from lan houses. So it doesn't make any sense to pay monthly fees.