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You seem to be ignoring the other, more legitimate motivation for DRM schemes: rampant piracy meant that as many as 90% of copies of some games were illegal. Wi
by Silhouette 6y ago
You seem to be ignoring the other, more legitimate motivation for DRM schemes: rampant piracy meant that as many as 90% of copies of some games were illegal. With production costs today so much higher, a lot of modern games probably couldn't have been made in that environment.
Walled gardens and proprietary lock-in schemes are still undesirable from the user's perspective, and I suspect many of us might support stronger consumer rights in this area, but just switching off all protections without a change in culture so people do respect the rights of creators as well is unrealistic.
- StavrosK 6y agoAnd the solution to piracy turned out to be "make legitimate stores more convenient than pirated ones". It's not that DRM got so good that I can't find a game on the Pirate Bay, it's that Steam is so convenient that I don't bother to. Given that, DRM is entirely useless, and I prefer to buy things from GOG.com whenever I can.
- Silhouette 6y agoGiven that, DRM is entirely useless This is a common claim, but it's not realistic. The commercial success of modern AAA titles with budgets comparable to Hollywood blockbusters is often extremely front-loaded. That is, like new movies, these games typically make a disproportionate part of their lifetime revenue during the first few weeks after release. No-one in the gaming industry expects a DRM scheme to protect a AAA title indefinitely, but if some online-linked scheme can take even a few weeks to crack after launch, that can make a huge difference to the total revenues brought in by a game. At the other end of the spectrum, the commercial success of a small indie game might be determined by selling a few hundred extra copies. If some simple copy protection efforts can significantly reduce casual copying, that could be the difference between making money and losing money. People sometimes look at DRM as if it's some black-and-white issue for the creators, something that has no benefit if it's not 100% effective. That's not how the real world works.
- gfxgirl 6y agoThe counter argument is every netflix show and movie, every hbo show, every amazon show, is available via torrent moments after it comes out. And yet Netflix and Amazon are an N and A in FAANG. They're hugely profitable, even though it can all be pirated trivially. Similarly there are things like humblebundle which releases all software DRM free (or did) yet devs are making money. This isn't about zero piracy. It's about whether or not DRM is effective. I think sometimes it is and sometimes it isn't. I'm not sure I can put my finger on where it is and where it isn't. As one example, my impression is it's important for software like Maya, 3DSMax, Autodesk. I'm confident most companies i've worked for would not bother purchasing the appropriate number of licenses if they didn't have to. It might not even be deliberate. It's just if the software wasn't DRMed they'd just install on each new employee's machine and put it on a forgotten TODO list to buy a new license. The software is large enough and the market small enough that DRM matters. On the other hand, examples of Netflix above, it not clear it matters for movies. Nor is it clear it matters for AAA games or even many popular Indie games.
- Silhouette 6y agoEven in the case of services like Netflix and Amazon Prime Video, the DRM measures are a significant impediment to casual infringement, and in particular to "ignorant" casual infringement by the kind of person who would quite happily put a whole show on their YouTube channel and then write something like "No copyright intended" in the description as if that meant they hadn't just flagrantly broken the law. For any big name, mass market title, there will probably be a way to acquire it illegally relatively quickly after release for those who know where to look, but there is a very long tail of infringement beyond that point and that's what they're trying to control with these kinds of measures. As a pertinent illustration, a while back Google started adding a download icon to the default toolbar for HTML5 videos in Chrome. It didn't do anything you couldn't do before just by using the context menu and saving. And yet Internet forums were swamped by complaints from people who made DRM-free videos available on their sites in the immediate aftermath, because viewers assumed the presence of the icon meant it was now OK to download the videos to keep or share arbitrarily. My businesses typically don't employ any fancy DRM schemes for content we provide to customers once they've paid and logged in to whatever system they're using. But that week, after spending an insane amount of time chasing down copies of multimedia content that was for paying customers only yet suddenly started popping up on every hosting/sharing system you can think of, we did implement a really dumb "breaking change" in how we served videos, just to get rid of that icon, and it solved our problem overnight.
- salawat 6y agoIt's hard to respect the rights of someone who is willing to sacrifice yours to ensure theirs. That isn't even just a software thing. It's a fundamental problem of civil life; backed by willingness/asymmetry in means to practically apply force. I'd gladly pay for a good game. I am very much less likely to pay for a game I cannot try. I will not do SaaS games anymore on principle. The business model may be the most advantageous in terms of operating game studios, but I'm done handing over information to third parties, and being left high and dry when they decide they want to fundamentally change things/not host infrastructure anymore. In that sense, I treat it like any other piece of software I rely on. If I can't mirror/host/modify/distribute/fork source; I'm not terribly interested. For me a game is a tool. It is a tool through which wonder and joy can be experienced at the myriad of things we can coerce a computer into doing. Tell me I can't do anything with it except pay for it and let it take up space on my drive, and you've lost a sale. Then again, as an astute architect once pointed out to me; clearly I'm not the intended audience; and the number of people committed to servicing the audience I'm a part of is few and far between. This will likely remain the status quo until the end of my days; and it isn't even like I've made a contribution to the space as of yet; so I tend to suffer in silence as the sinner with a rock should. When the day comes that I do, (especially in the unlikely event the game is actually good) I may come down off the fence and make the debate space intolerable for game-industry status quo people.
- Silhouette 6y agoIt's hard to respect the rights of someone who is willing to sacrifice yours to ensure theirs. Indeed. So how do you think game developers felt watching their hard work get ripped by pirates who would offer absurd rationalisations to justify breaking the law and taking something that other people spent a lot of time and money to make without paying for it? I'd gladly pay for a good game. I am very much less likely to pay for a game I cannot try. That is your prerogative. In days gone by, before online distribution was the norm and other strategies became viable, game developers used to release demos that featured, say, the first couple of levels of a game so you could try it out. This is hardly a new thing, and it's never something that many game developers were against. If I can't mirror/host/modify/distribute/fork source; I'm not terribly interested. Again, that's your prerogative. I actually have a lot of sympathy for this view; at my businesses, we adopt a very similar strategy in avoiding SaaS for anything critical to our business operations. But we have to realise that we are in a relatively small minority here. As long as the online systems or DRM or whatever are reasonably transparent, most people simply don't care. As you say, the likes of us are not the intended audience of these products.
- matheusmoreira 6y agoThe real value of game stores isn't the DRM, it's things like simplified installation and automatic updates. They're essentially package managers. Before this, games came in several CDs which were fragile and players had to download and apply many incremental patches just to play online. Stores like Steam changed everything. Few people remember how it used to be before them. Copyright infringement is inconsequential when faced with these benefits and simplicity. Infringement takes effort. In order to infringe, people have to fiddle with torrents and trackers, search for the data they want, evaluate the quality of each torrent and trust that the executables they download are not malicious. This isn't something your average person is going to do even if it costs $0. Lots of people do it because the creators themselves leave them no choice: refusing to do business in the consumer's country, including invasive malware in the form of DRM and anti-cheating software that renders games unplayable for reasons such as lack of internet connection or use of a virtual machine. People go out of their way to make the "pirate" version the superior version.
- Silhouette 6y agoJust to be sure I've understood your argument, you're claiming that providing easy access to copyright-protected works is sufficient to prevent piracy, as no-one will attempt to pirate things that are readily available on a legal basis so DRM is pointless? I agree that not providing a good, legal means to get something is an incentive for pirates, but the idea that all piracy just goes away if you do is absurd. Some people tried experiments with this a few years ago, and found that even for something that you could literally get legally for free just by downloading it from the original website, a high proportion of the copies being played actually came from other sources and were not legally obtained. I've run a business that creates original content and makes it available through an online portal. My team and I have on occasion watched, in real time, over periods of hours or even days, as some people have gone to lengths that were hard to believe just to scrape our content in a way that would let them set up a copycat. Obviously we shut them down before they could pose a serious risk to the business, but it was a great demonstration of the weakness of arguments that people are basically decent and will buy stuff legally if you make it easy. Some people are like that, many people even. And more people will buy stuff legally if you don't make it unreasonably difficult. But many people will still try to rip you off, no matter what you product costs or how easy it is to get.