GOG: How an Indie Game Store Took On the Pirates and Won
An anonymous reader writes "As if we needed further proof that DRM really is more trouble for publishers and consumers than it's worth, Good Old Games, the DRM-free download store that specializes in retro games, has yet more damning evidence. In an interview this week, the store's managing director says that its first venture into day one releases earlier this year with Witcher 2 was a storming success — and the version that hit the torrent sites was a cracked DRM version bought from a shop. The very definition of irony."
Releasing the source code under a free GPLv3 license would however be much more preferred.
Someone clarify for me - if a game doesn't have DRM, does that mean you can copy the folder to another HD, and the game will still work?
Yes, or at least the installer can be copied and used without restrictions.
Is password protection a weak form of DRM, or not DRM at all?
Passwords are not DRM.
DRM is not intended to stop piracy. It's intended to stop legal resales and gifting of products.
As did I, and have quite a few older favorite titles from my younger years sitting in my GoG shelf.
Another thing I love is how they repackage older games to support newer OS/hardware setups.
I have a 10k text file of directions I wrote up to remind myself all the convoluted steps to install Planescape Torment from the original CDs to my Windows XP/7 systems, all the settings to change just to get it to run, not to mention bypassing the disc changing handlers.
I recently repurchased the game from GoG, which consists of clicking download, double-clicking the setup, hitting next twice, and that is is. A start menu entry ready to run without having to mutz about with ini files or messing with the games directory structure.
The extras are a nice touch too, as it's packaged with the hint guide and walkthrough. All for ten bucks. Well worth the money to me, despite already owning the original release of the game.
I also purchased Fallout 1 and 2 after the original release, and at some point lost my original media.
GoG was running a special at the time selling both games together for $6, which I also picked up.
I could have easily torrented the games and felt little guilt, as I've already bought them both, but would have had to deal with the same installation issues and problems. Buying them this way was a no brainer.
DRM is not intended to stop piracy. It's intended to stop legal resales and gifting of products.
Its also a FUD product for sellers of DRM software and licensors of DRM tech (patents etc).
"If you don't pay us $250K for magicdrm(tm) then pirates will steal your stuff, so pay up, dweeb"
The correct response is:
"They'll steal it anyway, and we'll be out a quarter mil, and our legit customers will be angry"
"grrr.... well on to the sales meeting with the next batch of suckers"
The wrong/popular response is:
"OK here's the money and I'll check this off on my performance review"
"Thanks and heres some baseball season tickets"
"Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
The article gives the example of Witcher 2. It says it's ironic that the most leaked version of the game was the DRM version. But is that really ironic? Witcher 2 sold 1.1 M copies for the PC in its first 7 months. It only sold 40 k DRM-free copies through GOG, which would the crackers most likely find to crack?
Besides, if there were no DRM for a big title like that, it stands to reason that there would be just as many if not more leaked copies available on torrent sites. What they really need to do to prove their case is get a publisher to release their AAA title on nothing but GOG, then they would be able to see the true effects of DRM-free games on piracy.
When Blizzard and Activision die and somebody else buys the rights to the games? Blizzard loves their DRM and would never release their games on a platform that doesn't allow DRM.
Apparently wizard is not a legitimate career path, so I chose programmer instead.
I see your point, but I would suggest it's not so much a 'took on the pirates and won' situation so much as it is a 'remove some of the incentive for piracy and discovered it worked' situation.
DRM does provide some incentive for piracy when it reduces the usability for their legitimate customers. When a publisher is releasing software that installs a rootkit or has limited installations that counts down every time you perform a hardware change, finding a copy of the same software without all that crap on it becomes much more attractive.
the 15-25 year old crowd is a lost decade of potential customers
Thanks for the blanket statement, but I'm 24 and pay for all of my media (games, music, books, movies, etc.), at least that which is not freely distributed by the creators. With only maybe one or two exceptions, all of my friends and associates do the same. Crappy people are crappy people; age makes no difference except that in previous generations, one had to be technically inclined to even know how to pirate media, whereas now it's common knowledge.
Apparently wizard is not a legitimate career path, so I chose programmer instead.
That is besides the point. There are two points here:
1) The DRM version was widely pirated despite the DRM, and, therefore DRM served nothing but to irritate the people who really bought the game and make some DRM company richier.
2) The non-DRM version sold by GOG sold very well even without any DRM and being a year old game.
The lesson here is: If you do something people judge worthy they will pay for it, at least enough of them to make the endeavor profitable. And no, it doesn't really matter how much you could make if the whole humankind decided to pay you for it, and you are not entitled to become a billionary just because you created something.
Tangentially, this explains why sites like GOG succeed, and why I'm happy to patronize them. They treat customers fairly and charge fair prices. Would I pirate a game that GOG sells? Not a chance. I'll buy it from them without thinking twice.
It a mostly wrong headed attempt to solve a serious problem, which is that a huge number of users aren't paying for your product, and could be setting themselves up for a lifetime of going to thepiratebay rather than the local retail shop.
The real problem is that this mischaracterisation is so ingrained that you can be modded up for saying it even on Slashdot where people should know better.
Users not paying for your product is not the problem. Or, rather, the fact that they are using it is not the problem. The goal is to maximise profit, which means making sure as many people who might pay for your product actually do. A person who pirates it but would never have bought it is not a problem. A person who might have bought it but doesn't is, whether they pirate it or not. A person who doesn't buy your game because you've priced it too high or because they don't like the distribution system is a problem, but one that's relatively easy to fix.
The problem is an industry that is devoting its attention to eliminating piracy, not to maximising sales. They'd rather have 100 sales and 100 pirates than 10,000 sales and 100,000 pirates. Yes, pirates suck, but it's a stupid business model to chase them at the expense of your customers.
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