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Ubisoft Considers Always-Connected DRM "A Success"

Ubisoft made headlines a couple days ago for bringing back their restrictive DRM for an upcoming racing game. Speaking with PCGamer in response to the overwhelmingly negative feedback to this news, a Ubisoft representative said the company has seen "a clear reduction in piracy of our titles which required a persistent online connection," adding, "from that point of view the requirement is a success." One wonders how they measured this, and how they compare it to sales lost due to the bad press it's generated.

41 of 224 comments (clear)

  1. It is a sucess by Osgeld · · Score: 5, Interesting

    I spend much less on games now

    1. Re:It is a sucess by g00mbasv · · Score: 4, Funny

      This was a triumph! I'm making a note here: "huge success!!" It's hard to overstate My satisfaction. Ubisoft: We do what me must Because we can. For the good of all of us. Except the ones who are buying our games.

    2. Re:It is a sucess by Anonymous Coward · · Score: 5, Funny

      But there's no sense crying over every mistake.
      You just keep on buying every game that they make.
      Even if they're not fun
      The corporations have won
      They own everyone who is alive.

    3. Re:It is a sucess by Anonymous Coward · · Score: 4, Insightful

      I guess I'll just play the pirated versions that hack around the always connected code. Good going Ubi! Smart!

    4. Re:It is a sucess by Javaman59 · · Score: 2

      Besides, I have hundreds of games, if I can get them to run on modern equipment is the big "if".

      I suggest that you try the old games under Win7. I have Need For Speed - Porsche (year 2000), which ran under Win98, but not XP or Vista, and I installed it in Win7 and it ran first time, with full graphics and force-feedback steering wheel. :)

      --
      I'm a software visionary. I don't code.
  2. good for you Ubi by spidercoz · · Score: 5, Funny

    I hope you succeed all the way to bankruptcy

    --
    "I disapprove of what you say, but I will defend to the death your right to say it." - Evelyn Beatrice Hall, re Voltaire
    1. Re:good for you Ubi by Anonymous Coward · · Score: 3, Funny

      Heh... They're "Succeeding" much like Sheen was "Winning".

  3. Game developer == Hollywood studio by Compaqt · · Score: 5, Interesting

    While most software development companies (Microsoft as the biggest example) had long ago given up copy-protection for software, game development companies seemed to be a strange exception to the rule.

    But it's no anomaly: As games have drifted more toward the category of movies and away from the category of software, it's only natural that they've begun to see things the MAFIAA way.

    --
    I'm not a lawyer, but I play one on the Internet. Blog
    1. Re:Game developer == Hollywood studio by cwrinn · · Score: 2

      Microsoft gave up on copy-protection software? What universe do you live in? I still get checked for Windows Genuine Advantage anytime I install something from microsoft.com. Windows Games checks your serial numbers of games for pirated licenses, so on. Palladium Lives. :D

      --
      Here's a cookie... *psst* it's MAGIC
    2. Re:Game developer == Hollywood studio by BLToday · · Score: 2

      Microsoft giving up on copy protection???? You don't use Windows Vista/7, Office, Games for Windows, or any Microsoft product? I can't think of a MS product that doesn't have "xxxxx Genuine Advantage" or some sort of authentication.

    3. Re:Game developer == Hollywood studio by zlogic · · Score: 4, Insightful

      WGA is not as bad (just a serial number check for installation of optional software). Windows Activation is much, much worse. If your PC dies then have fun calling support and proving that you're replacing a PC and not installing the same copy everywhere. Too many reinstalls? Suspicious activity. This is almost as bad as buying virtual stuff in online games.

    4. Re:Game developer == Hollywood studio by flimflammer · · Score: 2

      "Proving your not installing the same copy everywhere" only involves them asking "Have you removed it from all other machines?" and you saying "Yes".

      I'd had to call Microsoft at least 7 times from 2007 to 2008 because I'd had really bad luck with hardware I'd purchased and had no issues whatsoever from Microsoft support regarding activation.

  4. How does one measure the value of "nothing"? by CaptSlaq · · Score: 2

    Lost sales are just that: Nothing. They don't exist. There are unsold units, but just because you have unsold units doesn't mean you have lost sales.

    1. Re:How does one measure the value of "nothing"? by Anonymous+Psychopath · · Score: 2

      Lost sales are just that: Nothing. They don't exist. There are unsold units, but just because you have unsold units doesn't mean you have lost sales.

      No one knows how many freeloaders convert to customers when the ability to freeload is removed or reduced. It's certainly more than the zero you imply, but also certainly less than the 100% Ubisoft implies.

      From Ubisoft's perspective, anything more than zero is a win if they assume it will more than offset those who won't buy because of the DRM. Not a happy thought, but I suspect the numbers add up the right way for them.

      --

      Eagles may soar, but weasels don't get sucked into jet engines.

    2. Re:How does one measure the value of "nothing"? by h4rr4r · · Score: 2

      How many sales are lost due to this DRM though?
      I avoid games with really bad DRM, steam is about as much as I would tolerate.

      If you convert 1000 pirates but lose 500 other buyers and had to spend another 501 players worth of profit on DRM you might as well not have done it.

    3. Re:How does one measure the value of "nothing"? by Sancho · · Score: 5, Interesting

      I know so many people who used to pirate music before music became DRM-free. Then Apple got through to the studios, and people still pirated because they didn't want to deal with iTunes. Finally, when Amazon started offering mp3s and no crappy software to download, 8/11 of the people I still keep in touch with switched. There were two big changes: they'd all grown up and could now afford music, and the music was easy to buy, download, and use. No messing with bloated programs, no DRM restricting where you could play the songs, no problems.

      I feel largely the same way about movies and TV. Right now, I use Netflix and Hulu with smatterings of Redbox to get my video media, as well as OTA signals. I'd buy digital downloads of movies and TV shows from Amazon in a heartbeat if I could play them anywhere, any time, without an Internet connection. I've been tempted many times to buy them anyway, however because they won't play on my iPad or offline laptop, I won't. I could buy from Apple, but those videos won't play on my laptop at all. So I won't buy there, either.

      I genuinely want to give these people my money. They just don't (yet) offer a product I'm willing to pay for. So instead, I use free or cheap options that almost certainly don't help them.

    4. Re:How does one measure the value of "nothing"? by dissy · · Score: 2

      From Ubisoft's perspective, anything more than zero is a win if they assume it will more than offset those who won't buy because of the DRM. Not a happy thought, but I suspect the numbers add up the right way for them.

      Personally I somehow doubt they would announce anything at all different from what they just announced, no matter what the numbers are.

      Sales up? "We did the right thing! Go us!"
      Sales down? "We did the right thing! Go us!"
      Piracy up and sales non-existent? "We did the right thing! Go us!"
      Cat died and car blew up in the parking lot? "We did the right thing! Go us!"

  5. It's their product by grimmjeeper · · Score: 2

    If they want to stop their nose bleed by putting a tourniquet around their neck, that's their business.

  6. just a thought... by MichaelusWF · · Score: 4, Insightful

    but perhaps they should spend more time and energy on making games that are worth paying for, and less time and energy on making people regret paying for their games?

  7. Reduction in piracy? by Anonymous Coward · · Score: 4, Insightful

    Or an overall lack of interest? Ubisoft hasn't been putting much good out for a while now.

  8. It works! by Leslie43 · · Score: 5, Insightful

    Ubisoft has created the perfect DRM system.
    Combine horrible DRM with horrible gameplay and no one will pirate it. Of course no one will play it either, but hey, it's the perfect DRM system.

    I almost feel as though I should be thanking them for all the time and money they are saving me.

  9. Time for some Activism? by Anonymous Coward · · Score: 2, Insightful

    Ubisoft would probably want other developers to get on board with this scheme so that it makes it feel like what they're doing is not wrong. To that end, it's conceivable that they would lie about their success or failure in order to sell it.

    Maybe it's time we took a harder stance against companies like this; in essence they're reducing games into short-term playable, non-ownable rentals. That 'always-online' game won't work after Ubisoft takes down the servers or goes out of business. And they hold ultimate power in whether you can or cannot play, despite your purchase. You'd better not say anything bad about them in forums.

    So, we need to fight back against this. Make it an issue; single them out for criticism. Make sure people know the issues.

  10. Re:Sales lost? by redherring728 · · Score: 2

    And don't kid yourself, you're never offline, you fucking nerds.

    Everything else you said was simply stating the obvious, but for this one I have to call bullshit.

  11. They measure cost of bad press by lost sales by LordZardoz · · Score: 4, Insightful

    Most game companies (Ubisoft and EA for certain, Activision and the rest highly likely) have API's that have the app phone home and send metrics / telemetry data back about the usage stats. This is even done in games that have no multi-player component. Some of this is done for determining how much ad revenue is generated from ingame advertisements. Some of it is just marketing and research data. (ie: If only 2% of users actually use the mode that took 15% of the development resources to create, chances are that the mode will be dropped or at least not developed any further. If 90% of users die in the room with 13 snipers, they may patch the game to remove some snipers). I suspect that some portion of this data includes unique user id / cd keys.

    I would expect that titles with a great deal of piracy are somehow detected by this. If they know that they have actually sold X units through retail, and they have X+Y connections, then the number of pirated instances is Y.

    Lets say a game without this DRM has 150 000 users, and that 75000 users are legit. If they are taking a beating in the press, but the number of legit users has increased, the system is a success. Ubisoft is happier to have 80 000 legit users in a pool of 90 000 total users, even if they drove off 46% of the total user base to do it.

    Losing a user means nothing except in subscription based games. Losing a sale means a whole lot more.

    END COMMUNICATION

    1. Re:They measure cost of bad press by lost sales by Baloroth · · Score: 4, Insightful

      Given that I am not aware of a single DRM system that hasn't been cracked, online requirement or no, I somehow doubt that the DRM is what is reducing piracy. I'm more inclined to think it's the shitty quality of their games making people not even want to pirate it. Just a thought.

      Or maybe it just looks like they have reduced piracy, since the new cracks stop the game from even phoning home (they'd have to to crack it), while the old ones didn't. Just a thought.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
  12. Re:Sales lost? by VGPowerlord · · Score: 4, Insightful

    I can play HL2 (or any other Steam game) for the PC for up to a month offline after initially activating it.

    I can't play Assassin's Creed 2 or Driver: San Francisco for the PC offline for even 1 second.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  13. Re:They can take that c___ and blow it out their a by Hsien-Ko · · Score: 3, Funny

    ...take that crack and blow it out their authentication?

  14. Making Piracy Preferable by farbles · · Score: 4, Insightful

    When Ubisoft makes it so a pirated version of their game provides better functionality and convenience than their own product, it is safe to say that they are NOT GETTING IT.

    Gee, Ubisoft, I can give you money and be stuck with crippling and inconvenient DRM, or for free I can download a nice clean cracked copy that will play at once conveniently whenever and wherever I want it to. Decisions, decisions.

    I blame MBAs. There is something in their sense of entitlement and smug assurance they know the best no matter what the facts may dictate that leads them to live out The Peter Principle and rise to levels of authority where they have no competence. I'll betcha there's some MBA or group of MBAs telling Ubisoft to stand firm on the DRM.

    In the meantime, Valve will take my money without the crazy bullshit DRM and I can play my games even if the Internet is down. If I want to try an Ubisoft game, I'll know where to go.

    1. Re:Making Piracy Preferable by strikethree · · Score: 3, Insightful

      In the meantime, Valve will take my money without the crazy bullshit DRM and I can play my games even if the Internet is down. If I want to try an Ubisoft game, I'll know where to go.

      I keep seeing this meme being propagated... Have you ever seriously tried to use steam in offline mode? I have. It does not work.

      Yes, if you have had an internet connection recently, it *may* work. Let me tell you about my offline experiences with steam though.

      I was being deployed to a remote location so I ensured that steam and all of my games were updated properly and set it up to work in offline mode. After a few weeks of travel and "settling in" I finally had a chance to play some Half Life 2 so I launched steam and it said that it had to update itself. WTF? How could it possibly know there was an update since it could not communicate with anything? Fuck me. So I eventually fly out to a less remote location and am able to use a satellite terminal and the steam client downloaded a 200 megabyte update for itself. Over satellite. WTF? Is the steam client even 200 megabytes in size? What the hell? Okay... so it is updated again, offline mode tested, and I go remote again. The next time I open the steam client, it said some sort of ticket was invalid and that I needed to connect again before I could play.

      I am no longer as remote and I have a 40mbit pipe to the internet now. The steam client is constantly updating itself with hundreds of megabytes of data. I have no idea what it is doing or why and I have no idea how all of the bandwidth usage is making my offline games any better. All I know is that steam adds no value to my single player games and that offline mode, while theoretically possible, is not actually viable.

      I am glad you are satisfied with steam. I have no intention of telling other people how to spend their cash. The DRM is far too onerous for me though. I will not buy any more games that require/use steam.

      strike

      --
      "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
  15. Decreased piracy, but what about SALES ? by Superken7 · · Score: 4, Insightful

    Note how NOTHING is said about sales, only that piracy has decreased. Less piracy does not equal more sales, in fact it could have been less piracy AND less sales (or just average sales).

    The most important data was missing :P

  16. The Second Law of Public Relations by jalefkowit · · Score: 3, Interesting

    ... is: never admit failure. Just talk about what a wonderful success whatever you're being asked about has been. If the product really is a failure, keep talking about its success until the people who make the decisions get around to canceling it. After that, if you're asked about it, dismiss it as yesterday's news and change the subject to what wonderful successes your other products are.

    The Mac Cube, for instance, was a major stinkburger. Did Apple ever say anything to that effect publicly? Nope. They were always bright and sunny about how well the Cube was doing, until the day they killed it. At which point inquiries about the failure of the Cube were answered with glittering stories of how well their other Macs were selling.

    In other words -- what a company's spokesperson says about the success or failure of something like a DRM system is meaningless. They will always say it is a great success. The only way to learn the truth is to watch whether the company puts more effort and money behind it, or less.

  17. Fuck You Ubisoft by HisOmniscience · · Score: 2

    Still boycotting you from the first time.

  18. Re:Sales lost? by Baloroth · · Score: 4, Informative

    Only a month? I've seen computers go for ~9 months w/o an internet connection still able to play steam games offline. Technically, I think you can go as long as you want, Steam just has a minor issue where it deauthenticates for some reason (incidentally, I believe you can backup the user authorization files and reload them if this happens.)

    --
    "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
  19. Correlation != Cuusation by milbournosphere · · Score: 2

    Fuck you, Ubisoft. Your DRM is 'working' because your games suck balls. Nobody's downloading them because they suck. You've succeeded only in alienating your customers. How can you call this success? Bullet, meet foot.

  20. Re:Reduction in Purchases too by frosty_tsm · · Score: 2

    I know that I stopped buying Ubisoft games when they first added this feature. It hurts the customers more then the pirates.

    They probably attributed the reduced sales to "this game sucked more than the last one."

    In all seriousness, suits forget that they are supposed to maximize profits (which often correlate to maximized revenue) and that it's better to have 1 more sale even if it means 1,000 more pirates (this ignores extra load on multiplayer servers, but CD Keys will keep the multiplayer-playing pirates from adding significant cost).

  21. Re:Sales lost? by MoFoQ · · Score: 2

    sadly, except if you "patch" AC2/Driver:SF

    the irony is that the legit users have to resort to the pirated version to actually be able to play with less headaches or to be able to play at all.
    that's when you know DRM has epically failed

  22. Re:Sales lost? by Anonymous Coward · · Score: 2, Funny

    And don't kid yourself, you're never offline, you fucking nerds.

    That's a lie. My ISP is AT&T.

  23. How do they measure "alienented customers?" by NickFortune · · Score: 3, Insightful

    I would expect that titles with a great deal of piracy are somehow detected by this. If they know that they have actually sold X units through retail, and they have X+Y connections, then the number of pirated instances is Y.

    Assuming, of course that none of the pirate strategies involved short-circuiting the phone-home feature altogether, or communicating with a dummy server. Otherwise they can't see the pirate instances at all. Which would render their estimates on the optimistic side, at best.

    The thing to remember is that some people at Ubisoft has spent a hell of a lot of Ubi's money on this strategy. These guys are seriously invested in DRM being successful. Or at least appearing to be successful. It stands to reason they're going to try and spin it as a success.

    The interesting thing to note however is that they're telling us how piracy rates have dropped due to DRM, rather than how sales have risen for DRM'd titles. If sales had so risen, they'd be fools not to shout it from the rooftops.

    Since they're not doing that, I find myself wondering if some poor sod has been given one last chance to salvage his or her career by showing that always-on DRM isn't just the expensive, ineffective sales killer it appears to be.

    Losing a user means nothing except in subscription based games. Losing a sale means a whole lot more.

    Well, except that when you pollute your brand identity enough, all lost users are lost sales. Because if people start to think "Ubisoft" == "can't play my game because the servers are always down" == "waste of money", then they don't buy any more Ubisoft games, and it's not just one lost sale, but all the future sales they might have made to that user. Apply that across a significant percentage of the brand's userbase, and the bottom line starts to hurt.

    But nevertheless, I take your point. And yet what I'm not hearing from Ubi is "sales are rising despite DRM".

    Interesting.

    --
    Don't let THEM immanentize the Eschaton!
  24. Re:Reduction in Purchases too by tepples · · Score: 2

    A thousand more pirates are a thousand more people not having time to buy and play the other games that a given publisher publishes.

  25. PR by Tom · · Score: 2

    So reduced piracy.

    Does that translate into more sales? Because piracy doesn't matter, sales do. Piracy is only important in so far as it reduces sales. We point that out all the time when they make the foolish equation of "x illegal copies == x lost sales", which isn't true.
    Likewise "x less illegal copies" does not equal "x more sales".

    In fact, if they would release both of these numbers, we would finally see some actual hints on what the correlation is. So if they found a 50% reduction in piracy, but only 5% additional sales, we'd have a first data point for an equation.

    Funny how they don't seem to be interested in that... I wonder why...

    --
    Assorted stuff I do sometimes: Lemuria.org
  26. Oh, they have succeeded by Y2KDragon · · Score: 2

    They have succeeded in making me not want to buy one of their products ever again. I guess they have gone with the "new" definition of "WINNING"