'Rime' Developer Keeps Promise, Removes Denuvo DRM After Game Gets Cracked (cinemablend.com)
An anonymous reader quotes CinemaBlend:
Tequila Works and Grey Box had previously announced that the DRM for the PC version of Rime would be removed if it were cracked. Well, in just five days the DRM was cracked and a cracked version of the game was made available online. So, now the DRM will be removed...
Five days after the PC launch of Rime, the cracking scene managed to get into the executable and spill all of its guts, removing the DRM and putting the exe back together so it could be distributed across the usual sites. One of the things noted by the cracker was that he found Denuvo executing hundreds of triggers a second, which caused major slowdown in the performance of Rime on PC. This form of digital rights management resulted in every legitimate customer having to deal with a lot of slowdown and performance hiccups... The sad reality was that those who pirated Rime and used the cracked file essentially gained access to a game that had improved performance and frame-rates over those who actually paid for the game.
Five days after the PC launch of Rime, the cracking scene managed to get into the executable and spill all of its guts, removing the DRM and putting the exe back together so it could be distributed across the usual sites. One of the things noted by the cracker was that he found Denuvo executing hundreds of triggers a second, which caused major slowdown in the performance of Rime on PC. This form of digital rights management resulted in every legitimate customer having to deal with a lot of slowdown and performance hiccups... The sad reality was that those who pirated Rime and used the cracked file essentially gained access to a game that had improved performance and frame-rates over those who actually paid for the game.
Wait a week till DRM is cracked, get a better version of the game. Got it.
Digital restrictions management is so much more appropriate.
I remember a certain audio editing program that used to be a standard that actually came with its own virtual machine that ran some of its code which was a bastardized version of x86 assembler code, which was reverse engineered and "cleaned up" by crackers. The net result was that that cracked code, that would now run on the x86 CPU rather than the (poorly written) virtual machine was actually faster and more stable than the DRMified code.
I also remember quite a few legitimate users who cracked their legitimately bought software because it improved performance and stability...
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
What they actually said was "we will be replacing the current build of RiME with one that does not contain Denuvo".
This is absolutely NOT the same as saying what they will replace it with will be DRM-free.
DRM is pure insanity. Insanity is often defined by doing the same exact thing and expecting a different result.
Will they ever learn? DRM is not useful. It does not protect your content. It annoys your legitimate users, and does ABSOLUTELY NOTHING to curtail, hinder, or even discourage piracy. Hell, I'm going to go as far as to say it ENCOURAGES PIRACY. Those cracker dude, they just love a challenge. Nothing to crack? Borrringgg..
In any other industry, something that fails to perform it's claimed function is often called fraud, snakeoil, a ripoff.
Does Denuvo's creator guarantee this crap is going to work? Why do publishers keep falling for this snakeoil? DRM has NEVER worked, not even once. EVER.
Are they really that stupid?
It manages the OWNERS rights, not YOURS.
does anyone really think that triple-A rated games would sell anywhere near their typical levels if DRM were not used ?
Yes, I think they would.
Two key factors:
1 - Look at the fall in music piracy rates once commercial streaming and download services became available and prices stopped being so gouging. This demonstrates that people are willing to spend money on their entertainment. A lot of piracy is also by people that just can't afford all of the games that they want, so no, they're not going to be spending money that they don't have.
2 - Computer games have always been available for free. I didn't buy all the games I played on my Vic-20, there was an entire sneakernet system for C64 and Amiga games and by the time I bought a PC the internet had releases from Razor 1911 and their peers easily and readily available. Nobody has ever had to buy computer games, but the market still grew to support these games with 8 and 9 digit budgets.
Bonus anecdote: Company of Heroes was released with no DRM. I've so far bought the game, bought the expansions, bought the Gold version, bought the game+expansions for a friend, bought the Gold version for a friend, bought Dawn of War as it was a precursor to CoH that I hadn't played, bought the expansions, bought the sequel, bought the expansions, bought the game for a friend. Yeah, that lack of DRM really hurt them there.
No way !
Yes way !
All DRM does in practice is turning the pirate game better than the original product, which encourages people to get this instead.
The strategy that has been working and brilliantly is to just make the original more accessible, as steam/GoG does.
It's not always that you can find the game you want on the store (specially if you don't live on a big city in a first world country), and you need to go to the store in first place, while on the internet you just search, click and it is yours.
Before steam/GoG/etc, only piracy had that massive advantage but now you not only get the game, as you get an easy way to play multiplayer with your friends, achievments, bragging rights..
According to a RiME developer it "ensures the best gaming experience for RiME players"
https://i.redd.it/7uf386xpkwzy...
Copy protection is a subset of DRM. DRM also restricts how you can use the media, not just whether you can copy it.
I am TheRaven on Soylent News
I don't fully buy your argument. Most games from the Windows 9X era and forward used to have a dialog where you could customize the input on any device, including joysticks and gamepads.
It was the influence of consoles coupled with Microsoft's push to XInput that really began to make games streamlined control-wise. This strengthened their position as people got used to the Xbox 360 controllers on PC. They got to sell hardware, developers would not bother with any other controllers and users got accustomed to the gamepads. The old lock-in at play again.
There are some good aspects to this, but it limits your controller inputs and forces people to use the controls in the way the developer dictates.
This is not progress; it is one step forward and two backwards. A better solution would be to make XInput able to handle any mappings from any controller and make this transparent to the game's being played. Today this requires third-party software emulation.