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."
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?
I have several funny and interesting posts in this matter
Please insert coin to see the first of them.
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.
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.
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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.