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DRM vs. Unfinished Games

Rod Cousens is the CEO of Codemasters, and he recently spoke with CVG about how he thinks DRM is the wrong way to fight piracy. Instead, he suggests that the games industry increase its reliance on downloadable content and microtransactions. Quoting: "The video games industry has to learn to operate in a different way. My answer is for us as publishers to actually sell unfinished games — and to offer the consumer multiple micro-payments to buy elements of the full experience. That would create an offering that is affordable at retail — but over a period of time may also generate more revenue for the publishers to reinvest in our games. If these games are pirated, those who get their hands on them won't be able to complete the experience. There will be technology, coding aspects, that will come to bear that will unlock some aspects. Some people will want them and some won't. When it comes to piracy, I think you have to make the experience the answer to the issue — rather than respond the other way round and risk damaging that experience for the user."

26 of 462 comments (clear)

  1. hmm by nomadic · · Score: 4, Insightful

    That was how the shareware market did it, back in the day. I know Doom was fairly successful that way, though I don't think a lot of other games really succeeded that way.

    1. Re:hmm by orasio · · Score: 4, Insightful

      To keep this whole discussion honest, yes it is. A registration code is a form of digital rights management. While more recent forms have been much more controversial, type in the wrong code and see if you get to play the game.

      Not really.
      You buy a code, and that code unlocks your game, forever and ever, the transaction is finished. It's true you couldn't use the full game before the code, but you hadn't paid for it yet.
      The problem with DRM is publishers retaining control on stuff you already paid for, after the fact.

    2. Re:hmm by tophermeyer · · Score: 4, Insightful

      Yeah, but MMO's kind of inherently fit that model. Players enter into an MMO expecting the game will grown and change with the needs of the community. As the community grows larger, and develops specific interests in certain gameplay aspects, it is fitting that the developer continue to develop the game to meet that need.

      Other games don't necessarily lend themselves to this. As a consumer, I can say that I am nervous that I will wind up paying more money for incremental delivery of content that should have shipped at release.

    3. Re:hmm by HeckRuler · · Score: 5, Insightful

      I have to disagree. I hate DRM as much as the next guy, but saying that managing the digital content of the game based on who has the rights with a registration code ISN'T DRM is bullshit. Mailed registration codes, code-wheels, codes in manuals, all of these are forms of DRM to keep pirates from casually sharing stuff. This conflict has been around longer then you, and didn't start with Steam and Battle-net. I remember that we were essentially locked out of "Chuck Yeager's Advanced Flight Simulator" because we lost the booklet somewhere. That's DRM restricting the use of a program I paid for. ok, a program my father paid for.

      Without web2.0, the internet, the cloud, dongles, or the latest buzzword, doesn't mean it isn't DRM.
      The problem with DRM is that it makes using the content a pain. Finding the booklet is a pain. Running steam is a pain. Registering software on each new peice of hardware is a pain. Submitting to a full body search is a pain.

      It DRM was painless, for now and forever, then I really wouldn't have a problem with it. Well... I'd argue that the poor need to be able to steal it easily.

    4. Re:hmm by Quirkz · · Score: 4, Insightful

      You buy a code, and that code unlocks your game, forever and ever, the transaction is finished.

      Well, unless you need to reinstall and can't find the code years later. For some reason I could hold on to the installers, but I could never manage to keep track of the documentation. Particularly when it's sold separately, it can be hard to keep track of that information. I remember getting locked out of Lemmings in college after needing to reinstall the OS. It's frustrating to own software but not be able to play it. Same with my old Forgotten Realms games, though in that case I could sometimes fudge it by just guessing E a lot, since it seemed to appear frequently on the code wheel.

  2. Isn't this just DRM in little pieces? by localman57 · · Score: 5, Insightful

    Maybe I'm naieve or not understanding, but what will stop the pirates from unlocking/breaking/pirating the downloadable content? Aren't you just moving DRM from the front end to the back end?

    1. Re:Isn't this just DRM in little pieces? by commodore64_love · · Score: 5, Interesting

      I'm okay with Little Pieces of DRM if the game is like Firefox where you buy a stripped product, and then pay micropayments to get various addons. The product would still be "complete" and usable but minus the optional features/sidequests.

      What I would Not be okay with is if I was playing Final Fantasy 12 or Zelda Twilight Princess and suddenly a popup says, "If you want to enter the final dungeon, please type in your credit card number. It will be charged $10." That would piss me off.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    2. Re:Isn't this just DRM in little pieces? by icebraining · · Score: 4, Insightful

      First, parent *never* said he downloads stuff illegally - he's pointing out the flaw in the DRM system.
      Second, good for you if you don't pirate, but that's irrelevant for the discussion, isn't it? We're discussing how this new system can stop "pirates", not if "pirating" is good or bad.

      Illegal downloads exist, regardless of the morality of such actions. We're discussing a new system to stop them. If you're not interested in discussing that, why have you opened the story?

    3. Re:Isn't this just DRM in little pieces? by icebraining · · Score: 4, Insightful

      But only one (or a small team of) crackers needs to do the job once and assemble the all the files in one RAR, and then all the "usual pirates" will just pick it on their p2p networks.

      Just like Securom: if each person needed to crack it individually, illegal downloads would be non-existent. The problem is that it only needs to be cracked once for all the other to use it easily, by copying a file or whatever.

  3. Please insert coin by nomorecwrd · · Score: 5, Funny

    I have several funny and interesting posts in this matter

    Please insert coin to see the first of them.

  4. No. by Pojut · · Score: 4, Insightful

    No no no no no no no. Microtransactions are NOT the way to go.

    There really isn't any solid, fool-proof way to fight piracy. Most DRM schemes make things bad for paying customers, while pirates just play cracked copies that have less problems than the legit versions.

    That being said, a $10 drop across the board for new console games would go a long way. $60 is WAY too much for a console game. Sadly, the Humble Indie Bundle proved that on the PC, there isn't much you can do to fight it...offering non-DRM games for a single cent don't even necessarily work.

    Standard "only my opinion, no guarantees to work, etc." apply.

    1. Re:No. by MrEricSir · · Score: 4, Insightful

      "There really isn't any solid, fool-proof way to fight piracy"

      Sure there is: make software so crappy that nobody wants to pirate it.

      --
      There's no -1 for "I don't get it."
    2. Re:No. by nine-times · · Score: 4, Insightful

      Sadly, the Humble Indie Bundle proved that on the PC, there isn't much you can do to fight it...offering non-DRM games for a single cent don't even necessarily work.

      At the same time, the Humble Indie Bundle also showed that there are a lot of people who are willing to pay for something that they could easily pirate. You had DRM-free games being offered in such a way that people could simply pass a link around and everyone could get free downloads, yet they still made over $1 million in sales.

      And those people would wouldn't even pay a cent for those games-- do you really think they'd all rush out and buy the game if it were DRMed?

  5. You're going to charge me $30 upfront, right? by PhrostyMcByte · · Score: 4, Informative

    Right? Not $60 for an unfinished game, then two or three extra $10 for addons?

  6. Not too different from shareware / demos by WillAdams · · Score: 4, Funny

    And okay, so long as the company is up-front about it and prices the add-on content fairly in relation to the additional amount of playtime which it adds and works it in in a way which doesn't disturb the gameplay experience:

    http://www.penny-arcade.com/comic/2009/11/6/

    William

    --
    Sphinx of black quartz, judge my vow.
  7. Yep, that totally works in practice by joe_cot · · Score: 4, Insightful

    Yep, totally worked for Dragon Age, for example. You can't get the DLC if you have a pirated copy of the game, so you definitely can't download giant bundles of all the DLC that can be decrypted and plugged into the game. Said DLC isn't up on torrent sites 2 days after the release.

    If you're going to release DLC with micro-payments, don't "punish" pirates by forcing them to also not pay for your DLC.

    Only way to really combat piracy is to have an online element that only works with a valid CD key. That won't stop piracy, though; it'll just make it less useful.

  8. Heading the wrong direction? by Alcimedes · · Score: 4, Insightful

    Why is it that none of these solutions involve making a product that people are happy/willing to pay for to begin with?

    It's always about crippling something then fixing it later.

  9. Dear game industry by cowscows · · Score: 5, Insightful

    Folks have been telling you this for years, but many of you still don't seem to get it, so I'm going to repeat it yet again. People who don't want to pay to play your games are never going to pay to play your games. Either they'll find a way to play it for free, or they'll go find something else to spend their time on.

    The average age of the gamer has been continuously increasing, and a bunch of us who grew up playing games are adults now and still playing. We're out of school, we work for a living, we have some disposable income, and we're willing to spend a portion of it on games. There are more people able, willing, and interested in spending money on video games than ever before. Worry about us more than you worry about the people who aren't interested in paying for your product. You'll never make any money off of them.

    Now if the industry has grown itself too fast, or you've let development costs get too high, or whatever you've done to make your businesses unprofitable...well that's your problem, not mine. Blaming it on people who don't want to pay for your product will not get you any sympathy or extra profits. Sorry.

    --

    One time I threw a brick at a duck.

    1. Re:Dear game industry by natehoy · · Score: 5, Informative

      You need to reread the snippet you quoted, very carefully this time, and go for comprehension of what was said.

      People who don't want to pay to play your games are never going to pay to play your games.

      People who want to play the game but are unwilling or unable to pay for it are very much included in the "people who don't want to pay to play" category.

      The problem with DRM is that it takes a lot of us who were formerly in the "willing to pay to play" category and, because of the restrictions imposed by draconian DRM solutions, puts us in the "no longer interested in risking spending more time getting the game working than we spend actually playing it" category.

      I have not purchased a game in some time (Myst: Uru was my last game purchase), and after having to go out and find and purchase an old DVD player because the game refused to play on a DVD drive capable of burning (lest it be copied, I guess), and dealing with SecuROM and a reinstall of my OS so I could burn music CDs from music I had purchased, and God only knows what other dumbfuckery I've had to cope with over the years, I decided I had had enough of having my system fucked with every time I wanted to spend $60 for a few weeks of entertainment.

      I'd love to try a few games out here and there, and my wife and I used to be heavily into puzzle-type games (Myst series, Obsidian, Sanitarium, etc), and I used to enjoy an occasional FPS LANFest, but eventually I decided I pretty much needed a separate computer from the one that did my finances and email so I could reload the OS after each game to wipe out the latest crap introduced by the DRM. And, of course, that meant buying another $175 copy of Windows XP because, guess what? It had DRM too.

      I decided bicycling and kayaking sounded like more fun.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    2. Re:Dear game industry by cowscows · · Score: 5, Insightful

      You're misunderstanding what I said. Say someone wants to play a game but doesn't want to pay for it, for whatever reason. Maybe they're a kid with no money, maybe they're just a cheap bastard, or maybe they think that by pirating games they're somehow 'sticking it to the man'. Whatever, doesn't matter, they've got three options. They can:
      1)Decide to pay for it.
      2)Decide to pirate it.
      3)Decide to not play it.

      If you take away option 2, then that does not force them to choose option 1. I would argue that they're much more likely to take option 3 before they take option 1. Factor in the fact that it's really hard to actually take away option 2, and as a developer/publisher, you're pretty much just throwing money away by trying to take away option 2.

      So yeah. Some people are going to play your game without paying for it. Get over it, go worry about something you can actually control, life goes on.

      --

      One time I threw a brick at a duck.

  10. When I buy a game, I /buy the game/ by zero_out · · Score: 4, Insightful

    When I buy a game, I buy the game. I don't buy a license to play the game. I don't buy a piece of the game. I buy the game. This is why I avoid all games that involve microtransactions, limited activations, etc. There is a reason I chose to save my money to purchase my first game console 20 years ago, rather than drop quarters into machines at the arcade down the street. It's also why arcades are dead, despite the video game industry ballooning into what it is today.

  11. Crystal ball time... by jason.sweet · · Score: 4, Insightful

    Gamer: This game is crappy.
    Game maker: Just give us five more bucks, and it won't be so crappy.
    Gamer: That's a little better, but it's still pretty crappy.
    Game maker: Oh! We fixed that. Five more dollars, please?
    Gamer: WTF?!?!? There's DRM on this download.
    Game maker: Oh yeah. Pirates figured out how to pirate our DLC. Sorry about that. Five more buck and all the female NPCs will be topless.
    Gamer: Sweet! Keep the change!

  12. I don't know. by sheehaje · · Score: 4, Insightful

    How about I buy a game. I install to my home computer, and to my laptop. I have an experience I can complete, and don't have to connect to some server to verify so if I bring my laptop somewhere, lets say to New York City for an extended business trip where the Hotel internet is intermittent at best and my air card won't work because I sandwiched between two high rise buildings, I can still play a game that I bought.

    Ok, maybe my circumstances are a bit extraordinary, but I want what I pay for.

    It was refreshing to actually buy a game recently (Dragon Age: Origins) and have a complete game to play without having to worry about authenticating to outside servers. I also appreciate that there are expansions that are optional, but there is no wall I will hit leaving me unsatisfied with the original game.

    I do play EVE-Online also, and I don't mind the subscription, but I don't just play MMORPG's. There are just certain games that I want that I feel I can put back on the shelf someday with the satisfaction of completing it, and also the option to play the game no matter what my circumstances are. Am I asking too much for my $50?

    I guess as an 80's generation gamer, I have different expectations. I still like going to the store (gasp!) to buy games. Hell, if there were still arcades around me, I might even go and drop a few dollars there.

  13. double-dip by JustNiz · · Score: 4, Insightful

    This is not about getting rid or DRM, this is about the games industry figuring out how they can get more money by double-dipping. We all know that the price of games won't drop even though you now also need to pay residuals to get the full functionality.

    Blizzard already trail-blazed that model with WOW and demonstrated that many people are stupid enough to pay full price up-front for a game that also requires monthly subscriptions.

    Assuming the game is not fundamentally tied to playing on-line, such as an MMORPG, whats to stop pirates just extracting and distributing the extra downloadable content too (after they've got it once)?.

  14. Won't bode well with the gaming community... by raving+griff · · Score: 4, Interesting

    As a member of the gaming community, I have come across a large number of discussions concerning DLC, and the vast majority of gamers I've seen online have been very vocal against this idea. The community as a whole doesn't care what the price of the game is--in this case, a game that would normally retail for $60 could be sold for $30 with DLC making up the other $30--they simply will not support a game that feels unfinished.

    Ultimately, the gaming community feels (unrealistically) that video game publishers are trying to milk them for all the money they are worth and that DLC that feels like it should have been included on the disc (or that was included on the disc and then unlocked via purchase) is one of the greatest sins conceivable.

    Personally, I think that the gaming community is largely built of alarmists and that these changes wouldn't seriously hamper gaming at all (especially if the retail price was lowered), but the community as a whole simply will not stand for this, and any attempts to roll this out in the near future will fail.

  15. Do this instead : by unity100 · · Score: 5, Interesting

    Sell us an ENGINE with one storyline/episode, in FULL.

    put out new storylines/episodes as time goes by, and sell those to us, as DLCs.

    do not sell us half finished, half assed games to rip off money like base swindlers.