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The DRM Dilemma

In this in-depth GameSpot feature--DRM Dilemma--we look at how digital rights management works in games, the controversies surrounding recent titles, and the thoughts and reactions of developers and gamers alike to find out where the future of DRM lies.

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Few topics have the power to divide the game industry quite like digital rights management (DRM)--the technologies, copy protection, and anti-piracy measures used by companies to manage the right of use of their digital products. Everyone has an opinion when it comes to DRM, and it’s rarely a neutral one. Gamers get hot under the collar about its restrictive nature, publishers wax lyrical about its ability to stop piracy and improve revenue, while developers either renounce or defend it. So who is right? Certainly, DRM is not without its benefits, nor without its faults. But is DRM becoming too complex and restrictive, or are these measures necessary in a climate of increasing game piracy? Is it contributing to the decline of PC gaming and spurring on a rising dissatisfaction among gamers? To find the answers to these questions, GameSpot AU went to the source. In Part One of our DRM feature, we explore the history of DRM, how it works, its level of necessity and the games that have caused recent controversy.

In Part Two--which will go live next week--we speak to game publishers, indie developers and a group of gamers that the United States Department of Justice refers to as “the oldest game software piracy ring on the internet” to gauge their thoughts on DRM, its effectiveness in stopping piracy and its oft-quoted ability to instil mistrust in gamers and harm gameplay experiences. Finally, we’ll look at the future of DRM and its effectiveness in a market geared towards digital distribution.

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Is strict DRM contributing to the decline of PC gaming?

Digital Rights Management

DRM is a heavily debated topic, both in and out of the gaming community. The problem most gamers have with DRM is a constant feeling that, as a copy protection system, it’s unfair to them as consumers. But what is it exactly that they object to? Is it the restrictions, inconvenience and faults of DRM? Or are their objections based more on principle, because they feel cheated and abused by a product they legally own? Before those questions can be answered, it’s necessary to understand what DRM is, and how it works.

DRM is an umbrella term that encompasses technologies and copy protection measures put in place by copyright holders to manage the use, installation, copying and performance of digital content and devices. Although copy protection and anti-piracy measures are only designed for the purpose of making piracy more difficult, these also fall under DRM. In other words, DRM is a way to stop the unauthorised use, duplication and manipulation of whatever the copyright holder is trying to protect, be it a video game, DVD, music CD, digital files, etc. It’s also a way to protect the financial interests of a company in regards to intellectual property. Unless it becomes intrusive and restrictive, it’s easy to understand why at its core DRM is necessary--artists must protect their intellectual property. Without this protection, they can be deprived of the right to make money. From this comes the concept of licensing--for example, when you buy a CD, DVD or video game, you pay for the right to use the intellectual property, not the right to own it.

DRM in video games works in a number of ways. One of the first forms of DRM appeared in early PC adventure games such as Police Quest, where code wheels and quizzes often popped up, referring players to the game’s manual to ensure they were playing a legitimate copy of the game. Today, game consoles have built-in copy protection measures that prohibit them from reading anything but authorised and legally printed game discs. As detailed in GameSpot AU’s piracy feature, Copycats, circumventing these protection measures via mod chips is illegal in Australia. With constant firmware upgrading, publishers like Microsoft, Nintendo and Sony can constantly ensure that their consoles’ copy protection measures are upheld even when users connect to the internet.

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DRM usually restricts the number of systems that a PC game is installed on.

PC gaming, however, still remains problematic for publishers. Game discs themselves have to make up for the lack of copy protection on the system they’re being installed on; the subject of contention for gamers is the measures taken by publishers in order to do this. There are a number of ways DRM on PC games works. The first is online activation, which requires the user to activate the game online when it is first installed. Sometimes a game will also require the user to go online every once in a while so it can check whether the activation is still valid, and in some cases, games require the player to stay online at all times while playing. The second method is install limits. This form of DRM restricts the number of systems the game can be installed on. For example, some publishers may allow a game to be installed only three times. This benefits publishers firstly by reducing piracy, and by blocking sales in the second-hand market (which they do not make a profit on). Serial numbers are another form of DRM, requiring the user to enter an alpha-numeric key during installation to authorise the game, as are disk checks, which hunt for physical defects in the game disc to verify a legitimate copy. The latter method requires users to have the game disc in the drive at all times during play, and can sometimes slow down access to the game while the check is performed. There is also "quiet" DRM, which requires users to sign up to online accounts in order to access all features of the game--an online distribution system such as Steam is a good example of this.

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There are a number of known problems associated with DRM systems for PC games. Most notably, hardware--especially older hardware--can sometimes have problems reading DRM and as a result will not allow the game to work; in other instances, DRM systems can slow down gameplay and in some cases cannot be removed from a hard drive, even after the game is uninstalled. This problem first surfaced with copy protection system StarForce, which was developed by Protection Technology. The system was first used in Tom Clancy's Splinter Cell: Chaos Theory, which managed to hold out for 442 days before being cracked. However, problems with the system such as its failure to uninstall itself from a hard drive even after the removal of the game, problems with disk drive performance, and weakening of operating system security caused a negative response from gamers, a response the company did not handle very well. As a result, publishers like CDV and Ubisoft began to drop StarForce from their games; Ubisoft, after using StarForce in Brothers in Arms: Earned in Blood, was taken to court in a US$5 million lawsuit filed by gamers who claimed the system had compromised the security of their PCs.

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Splinter Cell: Chaos Theory was the first PC game to use the controversial StarForce DRM system.

Currently, the most popular DRM system used by game publishers is SecuROM, a copy protection product used for games running under Microsoft Windows and developed by Sony DADC. SecuROM prevents the game from being copied illegally via the use of duplication devices but, like StarForce, has come under fire from the gaming community for alleged problems including failure to uninstall itself fully from the hard drive even after removal of the game, and failure to launch the game itself if debugging software is running on the hard drive.

The first version of SecuROM was released in 1997, initially as copy protection for PC games distributed on CD-ROM. One of the first major PC titles to utilise SecuROM was Blizzard’s Diablo II. However, with changing markets and rising piracy levels, publishers and developers began looking for a better solution in DRM systems. SecuROM updated its software to answer this demand; it works by providing a set of copy protection options to publishers and developers, who choose the combination of options that best fit in with what they’re trying to achieve. For example, some publishers can choose to have both online authentication and install limits, while others can choose to have only the online authentication. The software does not prevent users from copying the content; it only ensures that a user trying to access the content has obtained it legitimately. SecuROM currently is in its 7.x version and is updated every three to four weeks to improve its features, compatibility and security.

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Blizzard’s Diablo 2 was one of the first major PC titles to use SecuROM DRM.

Stefan Podhajski, director of Global Product Management in the DRM and Digital Content Services Division at Sony DADC in Austria (the division behind SecuROM), says SecuROM is designed to support the PC gaming industry without negatively affecting the honest gamer.

"While it is of highest importance for PC game publishers to increase their revenues, it can only be done by increasing customer satisfaction at the same time,” Podhajski said. It is important to understand that with the usage of DRM everybody benefits. It’s a win-win situation for publishers and legitimate users."

Podhajski is adamant that DRM systems such as SecuROM are not becoming too complex and restrictive. He believes DRM is becoming increasingly flexible for users in allowing a seamless process of installation and play.

“It’s not the intention of DRM solutions to restrict legitimate users with such things as re-instalments. SecuROM allows PC gamers who have obtained their games legally to install them on an unlimited number of PCs. However, SecuROM ensures that licences are shared for personal use only by limiting the number of concurrent users playing the same copy of a game.

“We understand there’s been a lot of discussion about the limitation in terms of activations per PC game purchased. But SecuROM does not pre-define these limitations. While with previous versions of SecuROM users had to have the original disc in the drive during every game launch, they can now activate once via the internet and play without the disc in the drive. The software also offers the possibility to deactivate a PC game by crediting the activation token back to the user. This licence can then be used on any other machine to activate the PC game again.”

Podhajski believes that DRM, if implemented into a PC game in a correct manner, will be able to convince more users to buy the original product rather than to obtain an illegitimate copy. While he admits that DRM will never completely eliminate piracy, due to hacker groups competing against each other to try and circumvent DRM, Podhajski says DRM will help the industry and the future of PC gaming.

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If implemented correctly, DRM can convince PC players to buy the original game rather than an illegitimate copy.

“The games industry and DRM producers will always move forward hand in hand. This is a service which was requested by the market a long time ago and has helped the industry, even though this has not very often been recognised in such a way by the consumer. The long-term success of PC gaming is dependent on customer satisfaction. DRM, if implemented in the correct manner, increases the level of customer satisfaction."

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Podhajski continues: "It is clear that DRM must not influence a PC game in any negative manner nor decrease the quality of a game. We very clearly understand this requirement. We aim to increase quality, and offer additional features such as trial periods, additional levels and downloadable content."

Podhajski says communication is the only way to teach gamers about the benefits of DRM systems like SecuROM.

“As an example, PC gamers love options such as Try and Buy, however, only a few of them know that such models can only be realised by using DRM. The same applies to subscription models. It is important to understand that DRM is always designed to help the industry. For all parties, as this is the only way to go.”

The DRM controversy

No discussion about DRM would be complete without a look at some of the games that have been at the centre of the debate in the past. When the PC version of BioShock was released in August 2007, it immediately ran into trouble. The game, which used SecuROM DRM, sought to restrict players from installing it over multiple PCs by enforcing an online activation, and setting a maximum of two activations per game (which was later raised to five). Players found that a new activation was required each time a new user logged onto the same PC. The response to this query on BioShock publisher 2K’s forums was:

“One user has purchased the game. Not the whole family. So why should your brother play for free?”

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BioShock’s release was plagued with DRM problems.

2K has since said the author of the above post was not an official 2K employee, but rather an employee of an outside tech support company who has since been suspended. However, the damage was already done. The above response, along with initial problems on the 2K servers preventing initial online activation, angered many gamers who took to the 2K forums to let their thoughts be known. Two months after BioShock’s release, 2K tried to set things straight by developing a system to refund activation slots to players; a system that did not address the aforementioned problem of PCs with more than one user account. Another problem soon surfaced: news outlets began reporting that the PC version of BioShock installed a rootkit (a program(s) that hides problems in the hard drive from the user), an allegation that was denied by 2K. The incident led one disgruntled technology journalist to remark: “Avoid BioShock like the plague.”

DRM continued to be an issue with the PC version of Mass Effect in June 2008. Before its release, EA announced that Mass Effect and all future EA titles would employ SecuROM DRM. Upon its release, Mass Effect required an initial online activation out of the three activations allowed per game, as well as a connection to EA servers every 10 days for a re-authentication. If players failed to do this, the game would require a full re-activation in order to run. Following a wave of complaints from gamers on Mass Effect publisher's BioWare’s forums--a 13-page, 180-message thread--EA removed the 10-day re-authentication, but kept the limit of three activations per game. The publisher then went on to publicly state that Mass Effect would only require re-authentication if a player chose to download new game content, something that would apply to its upcoming PC title, Spore.

On 7 September 2008, EA released Spore, the highly-anticipated life-simulation PC title that allowed players to control the evolution of life from genesis through civilisation and into the space age. Spore’s own life cycle began favourably--the game was named the 20th best invention of 2008 by Time Magazine and sold more than one million copies on the PC, Mac and Nintendo DS in its first two and a half weeks of sale. But things quickly turned nasty, and Spore’s SecuROM DRM system once again caused a public outcry. The game’s DRM required players to authenticate the game online upon installation with the standard three activations per customer rule. EA quickly raised this limit to five activations, but players had already begun to make their displeasure known--according to Forbes magazine and as reported by GameSpot, 500,000 copies of Spore were illegally downloaded from file-sharing networks in its first week of sale. This continued until Spore became the most pirated game of 2008, breaking records and topping BitTorrent-tracking blog Torrent Freak’s list of the top pirated games in 2008 with an estimated 1.7 million copies pirated as of December 2008. On Amazon.com, the game received more than 2,000 reviews, most of which had given it a rating of one star out of five citing DRM issues. But the complaints didn’t stop there--in the same month of Spore’s initial release, gamers filed a class-action lawsuit against EA in the North District of California Court contending that the publisher had violated the California Consumer Legal Remedies Act and Unfair Competition Law by not informing consumers that installing Spore will also install SecuROM.

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EA’s Spore became the most pirated game of 2008 due to players’ anger over DRM issues.

Eight months on, EA seems to have gotten the message. Although the publisher declined any comment about its DRM policies to GameSpot AU for this feature, news has surfaced of its intentions regarding upcoming and existing titles. EA is now letting customers "de-authorise" PCs to get around SecuROM’s five-machine install limit on the 19 PC games that use SecuROM released by EA since May 2008, including Spore and Mirror's Edge. In addition, the publisher announced that The Sims 3 would use age-old PC DRM (i.e. serial code in the retail box) instead of online activation, as well as the recent announcement that its upcoming PC title Dragon Age: Origins would not use SecuROM at all, instead opting for a basic disk check without online authentication.

But EA is not the only publisher to have backed down on its stance regarding DRM. Ubisoft released the PC version of Prince of Persia in December 2008 without any form of DRM, a decision the publisher made as an experiment according to a post on the Ubisoft forum by community development manager Chris Easton:

“You’re right when you say that when people want to pirate the game they will, but DRM is there to make it as difficult as possible for pirates to make copies of our games. A lot of people complain that DRM is what forces people to pirate games but as Prince of Persia PC has no DRM we’ll see how truthful people actually are.”

Rockstar also spoke out about loosening its DRM on the PC version of Grand Theft Auto IV, which only required a one-time online activation with no install limits. Although using SecuROM in the game, Rockstar was clear about addressing this fact, making it known to gamers that GTA IV PC would require a number of software installations, including the Rockstar Games Social Club application and SecuROM, and that some traces of the latter would remain on the hard drive after the game’s removal.

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Rockstar loosened DRM measures on its PC version of GTA IV.

But it was publisher/developer Valve that was the first to completely renounce DRM. In response to an email from a gamer concerned about DRM and Valve’s publishing partnership with EA, Valve co-founder Gabe Newell wrote:

“Around the world we have a number of distribution partners to handle retail distribution of our games (i.e. make discs and boxes). EA is one of those partners. As far as DRM goes, most DRM strategies are just dumb. The goal should be to create greater value for customers through service value (make it easy for me to play my games whenever and wherever I want to), not by decreasing the value of a product (maybe I'll be able to play my game and maybe I won't).We really discourage other developers and publishers from using the broken DRM offerings, and in general there is a groundswell to abandon those approaches.”

GameSpot AU contacted 2K, EA, Rockstar, Ubisoft and Valve for comment, but all declined.

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In Part One of our DRM feature we looked at a brief history of DRM and the games that have received a negative response from the community over their strict systems. We also spoke to the makers of SecuROM, the DRM system at the centre of recent controversies. In Part Two, we speak to large developers, indie devs, and warez and demo group Razor 1911 to gauge their thoughts on DRM, its effectiveness in stopping piracy. Finally, we’ll look at the future of DRM and its effectiveness in a market geared towards digital distribution.

A matter of principle

The question of ownership plays a big part in the debate surrounding DRM. When we buy a game, to what extent do we own it? While we can recognise that it’s necessary to protect the intellectual rights of artists, when the methodologies used to do this begin alienating an entire community then a solution must be found. Miguel Sicart, assistant professor in Game Design at the Center for Computer Game Research at the IT University of Copenhagen, argues that DRM has become an inefficient tool that creates more problems than it solves.

“[What] DRM tends to do is eliminate our sense of ownership, which leads to a certain detachment and annoyance: even though we paid money for a game, we are still not capable of doing anything we want to do with it within the limits of legality, because the game will think that we are going to break the law,” Sicart said. “DRM makes our legally purchased products suspect of us, and they act accordingly. It adds a layer of complexity that feels both invasive and unnecessary.”

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Miguel Sicart from the IT University of Copenhagen believes DRM eliminates gamers’ sense of ownership.

Sicart believes DRM is becoming too restrictive, leading to dissatisfaction among gamers and rising piracy levels.

“I would say that the grief that some of the most restrictive DRM systems has created may have turned some players into favouring piracy. If the software is already going to treat you like a thief, why pay for it? It all backtracks to this idea that DRM considers that we will all act against the law, which is a fundamentally problematic issue," he said.

For Sicart, the future of DRM looks grim for consumers. He believes publishers will continue to go down the route of stricter DRM that limit the ownership rights of users without paying attention to their call for a break from the current, somewhat outdated model. So what’s the answer?

“I would argue for a combination between software-based DRM and education. If gamers can be educated in the idea that piracy actually harms developers, then maybe things can change. There needs to be more awareness in gamers that games are not just a commodity, but a product of hard work and cutting-edge technology, and that, by the end of the day, producers and consumers are in the same boat," he said.

“On the other hand, I see the future of PC gaming as really bright. PC is still the most open platform, which means that it is the default option for indie creativity. Take a game like World of Goo, initially a PC game, which pushes ideas forward, showcasing the capacities of indie developers--it was launched without DRM. It seems to me the perfect picture of the future of PC gaming: creative, indie titles that call for a closer relation between the player and the developer.”

These thoughts are mirrored by the co-creator of World of Goo, 2D Boy co-founder Ron Carmel, who spoke at this year’s Game Developers Conference in San Francisco about the futility of DRM.

“Don't bother with DRM--it's a waste of time. You just end up giving the DRM provider money. Anything that is of interest gets cracked, and the cracked version ends up having a better user experience than the legit version because you don't have to input in some 32-character serial number,” Carmel said in his speech.

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Ron Carmel made the decision to release World of Goo without DRM.

In hindsight, he admits he knows little about how things work inside the bigger publishers, but he suspects DRM is one of those things that make it onto the project plan of every game without being questioned.

“I know that some publishers use DRM with online activation to fight the used game resale economy, something I know little about,” Carmel said. “I just find it silly that game companies still pay for DRM snake oil that clearly has no effect on piracy rates and a negative effect on the user experience. It might not apply to all games, but it certainly applies to PC games.”

Carmel’s decision to leave out any form of DRM or copy protection from World of Goo came down to a number of factors, including expense and the inevitability that all games will get cracked, no matter what.

“Pirates can always get around DRM, and you end up treating your legitimate customers like pirates [if you use DRM]. Not using DRM creates good will towards the developer. For us [2D Boy] there are no benefits to DRM. Someone once told me that they get a sense of ownership when they enter their licence key, but from everything I heard I think this person is a rarity," he said.

Carmel says the future of PC gaming is looking bright, despite issues like DRM; according to his calculations, about 40 per cent of 2D Boy’s revenue came from the PC versions of World of Goo.

“I think we'll keep seeing more games on PC than any of the consoles for a long time. That said, I see the future of DRM in the graveyard, probably. I think over time the focus will shift away from preventing piracy to using it as a vehicle for generating revenue," he said.

So what does Carmel say to all those gamers who are angered by DRM?

The Art of Living Foundation has these great six-day meditation workshops that they offer all over the world. If you take one of those workshops, not only will your money support good humanitarian causes, but you will also be less angered by DRM.”

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Gamers angered by DRM should consider relaxation methods, 2D Boy's Carmel says.

Embracing DRM

While some publishers and developers see no need for DRM in a market where piracy is unstoppable, others recognise that DRM is a valuable tool, even if the industry hasn’t gotten it quite right yet.

Kieran Brigden from UK games developer Creative Assembly (Empire: Total War, Stormrise) believes that recent progress made with DRM solutions means piracy is now harder to perform and less damaging to sales.

“DRM deters casual piracy, which is valuable in itself,” Brigden said. “Very few people believe that no copy protection whatsoever would reduce piracy; people who are going to steal your product will not give you the benefit of the doubt for ‘being the good guy’ and leaving that product open for all. People who see game cracks as a ‘challenge’ are likely to pirate your title regardless; the activity is inherent in the pursuit. You will still lose copies to piracy even without protection, so protection is a necessary deterrent.”

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Brigden recognises that there are both good and bad DRM solutions. Without naming names, he says limiting users to a number of installs or requiring them to install a third-party piece of software, which only pertains to copy-protection, is somewhat counterproductive.

“By using Steam we [Creative Assembly] have benefited from the copy-protection that it offers in addition to a multitude of other features like automatic updating, chat, lobby and DLC systems," he said.

Brigden believes a digital distribution platform like Steam will not make piracy obsolete. However, it will make a pirated copy obsolete--users with pirated games cannot benefit from the latest patches and updates, maintenance and upgrades, and will become incompatible with DLC and other add-ons. Creative Assembly recently released Empire: Total War through Steam, a title that, according to Bridgen, took the top sales position in the UK across all platforms and did particularly well in sales on the PC. Brigden says his team took issue with the idea that PC gaming is on the decline due to stricter DRM systems.

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Creative Assembly released Empire: Total War through Steam in order to benefit from the platform’s copy-protection measures.

“The ‘death’ of PC gaming has been around since the mid-nineties. The market is certainly tougher and more competitive, but PCs are still able to achieve results beyond those of current consoles as their hardware continues to improve. The beauty of the PC is it genuinely blends entertainment and science; it allows for games that really stretch their creative wings and try to do something new, using the latest techniques and technologies available," he said.

Brigden says it’s also a myth that DRM systems will lessen the quality of PC games.

“We’ve never heard of a DRM solution that improved an enemy’s AI, created a new physics system to model water, or even painted a decent unit uniform. So in short, cracking these systems will not improve your game," he said.

“Some pirates will say that removing copy protection speeds up loading times or adds stability, for most modern copy protection methods this is untrue. A one-time, at start, test for legitimate software does not affect you three hours into your game.”

If the future of DRM lies with platforms like Steam that seem to genuinely offer extra value to developers and players beyond just copy protection, should gamers stop being angered by and embrace DRM?

“DRM isn’t an effort to wring more money from gamers, nor is it to spy on them or infringe on their liberties,” Brigden said. “It isn’t a device that’s used to unnecessarily detract from your game or make your life more difficult. It’s used by developers as a genuine attempt to protect their own hard work, to make sure that [a] legitimate user enjoys the fruits of that labour and to continue to support them. We recognise there are no perfect solutions as yet and that progress must still be made, but it is a good and necessary direction in which to travel.”

Creative Assembly’s stance on DRM and the potential of platforms like Steam is mirrored by California-based developer Telltale Games (Sam & Max: Season One, Sam & Max: Season Two, and notable development work on Grim Fandango and Monkey Island). Telltale was built from the ground up to make digitally distributed episodic games and has used different DRM solutions throughout its history, with a policy of settling for the least intrusive and easy to use. The company currently uses an online activation system for downloadable games and disc-based DRM for packaged games. Customers download links and serial numbers stored in their personal accounts on the Telltale website. Kevin Bruner, CTO and co-founder of the company, says good DRM is not only necessary, but can even be cool.

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Telltale Games co-founder Kevin Bruner says games like Sam & Max would not be possible without digital distribution platforms like Steam.

“Since we make games based on licensed IP, we are obligated to make reasonable efforts to protect that IP,” Bruner said. “I think DRM can be a good thing if you focus on the ‘management’ and not the ‘rights’. Steam and Amazon are two great examples of companies that bring a lot of extra value to their digital products. I love firing up a new computer and having all my Steam games available immediately.

“When Steam started, many people pointed to it as an example of everything that was bad about DRM, but it has evolved to an example of DRM done right. Many people actually prefer our games under Steam rather than our own system or retail. I think DRM services like Steam are one of the few growth areas in PC gaming; without these services I’m not sure we would have ever seen games like Portal or Sam & Max.”

Bruner sees DRM as a way to add value to Telltale’s games and disagrees with the issue of ownership that gets brought up in DRM debates.

“There is this undercurrent of entitlement in the argument that is pretty unattractive, and it’d be far more productive if that wasn’t there,” he said. “We don’t look at digital distribution as an extended retail opportunity; we look at it as a whole paradigm. I don’t think our games, which are developed to be downloadable, would work as well in other contexts. Each platform/distribution channel has different DRM requirements, so we end up needing to spend some time integrating each of them.

“Everything gets hacked sooner or later. We generally don’t respond to it at all. Occasionally someone who is reverse engineering things might contact me to discuss details of what they’re doing, which is cool since they are usually big fans of the games, and 100 per cent of the time they have been paying customers. I’m a geek at heart so I don’t mind that at all.”

The other side of the story

Understanding the whole DRM debate is hearing every side of the story. Where publishers and developers agree and disagree with DRM for different reasons, gamers have their own, entirely separate, reasons.

Razor 1911 is perhaps the oldest and most notorious warez and demo group in existence, specialising in the underground distribution of pirated games since 1985. The group was founded in Norway by its original three members, today known as Doctor No, Insane TTM and Sector9. The group has been operating on and off since that time, responsible for demos and cracks since the Commodore 64. Two of its known members have served jail time in the United States for violating copyright laws. Razor 1911 is currently operating, since 2006, and is now among the most prolific groups at cracking new release games including Battlefield 2142, Crysis and Grand Theft Auto IV (all cracked five days before their release). As mentioned in this feature, the PC version of Grand Theft Auto IV includes SecuROM DRM, which the group managed to crack successfully and provide a flawlessly working game for players using cracked versions.

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Razor 1911 is a prolific warez and demo group that managed to crack Crysis and other games five days before their release.

Musician Dubmood is an active member of Razor 1911’s demo division, specialising in making demos to show off programming, artistic, and musical skills. He also runs the Razor 1911 demo-archive, to keep track of all the group’s demo releases over their 24-year history. He says warez groups like Razor 1911 are not intended to spread illegal copies of games.

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“It’s more of an underground computer culture that has existed as long as I can remember,” he said. “The aim is to strip games of their protections and upload them to internal FTP servers as a competition with other groups who do the same. Razor 1911 does this as a challenge, for fame in a competitive subculture; it has never been meant to be public or serve the public. Each cracked game that ends up on the internet is a result of a leak from this subculture and is not intended. What we do require is a lot more skill than what goes into creating copy protection and DRM.”

Dubmood believes that because of this competition, games will get pirated with or without DRM.

“In my opinion publishers are just there to take large chunks of money from the developers, who are unfairly paid for their work. In the end, this makes the game more expensive for the consumers. Cut [out] the publisher and a game would be more affordable, and more people would buy it, DRM or not," he said.

“By making DRM more restrictive, publishers are just making the need for crack groups like Razor 1911 bigger. It’s a wonderful way of shooting yourself in the foot.”

Although GameSpot AU asked to speak to someone from Razor 1911’s "other" division (the division that cracks games), Dubmood admitted that no member of Razor 1911 who does anything illegal would be willing to speak to the press for security reasons.

“It’s like that. It’s not fun to risk being deported from your country to face 10 years of prison for practicing a hobby. Just look at the old Razor 1911 member who spent two years in isolation with a murderer just because he liked to decrypt computer algorithms.”

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Dubmood believes by making DRM measures stricter publishers are keeping crack groups like Razor 1911 in operation.

Finding a solution

It’s easy to see why no one is willing to admit that the current DRM systems in place for PC games are working very well to serve publishers, developers and gamers alike. So could the answer lie in digital distribution platforms like Steam?

Stardock, a software development company, game developer and publisher, was among the first companies to use a digital distribution platform to distribute software and games. Stardock’s third-generation platform Impulse was released in 2008; the platform lets users purchase and download games, applications and utilities to their account rather than a machine, in order to make it easier to reinstall onto new machines over time if users choose. Impulse is already used to digitally distribute games from publishers like THQ, 2K, Atari and Epic. When it comes to DRM, Stardock’s policy is simple: the less intrusive, the better. The company releases all of its own games without any DRM, and has just implemented a new system on Impulse called Game Object Obfuscation (GOO).

GOO works by putting software inside an encrypted container that provides greater protection for publishers distributing through Impulse, while remaining transparent to users.

“One of the most common complaints about digital distribution is that most DRM ties the game or application to a machine,” says Brad Wardell, founder and CEO of Stardock. “You ‘activate it’, and you get a limited number of future installs. With GOO, the user enters in two pieces of information instead of one: their email address and their serial number. By having the serial number tied to the email address we have a great deal more flexibility in letting people reinstall their program onto other machines they own.

“For gamers, this means they don't have to mess around with being told they can't reinstall their own program because they've run out of activations. For developers and publishers, it provides extremely robust anti-piracy protection without them having to distribute a third-party client or have drivers being installed or other issues," he said.

No Caption Provided
GOO is Stardock’s answer to Steam.

Stardock’s policy on DRM inspired the company to come up with its own Gamers Bill of Rights--a set of 10 principles written by Stardock in 2008 that details what PC gamers should expect from publishers. This stance, propelled by Wardell’s own direct negative experience with DRM and the rise of Steam, helped lead to the development of GOO.

“If I buy a program and install it on my desktop and then my laptop and then I bring it to my work machine only to be told that I've exceeded my ‘activations’ it frustrates me,” Wardell said.

“The other reason we began aggressively pursuing it is because Valve began to market Steam as a DRM solution by convincing publishers to bundle Steam with their game and use Steam to ‘validate’ the game on installation. As a PC gamer, I have Steam and like it, but I object to new users being forced to become Steam users in order to play a video game I bought at the store or from a third party--not to mention it locks all PC users into a single source. I want there to be competition in the market.”

Wardell believes that DRM has in the past been used to abuse consumers, something that has proven damaging to the games industry.

“DRM hurts the PC game industry because it makes PC gamers jump through hoops that console gamers don't have to. I would say that they [gamers] are totally justified being angered [by DRM]. I don't like paying money for something that I know I could easily have stolen only to be treated like a criminal by the publisher," he said.

“I see DRM as we know it today as a dead end. It's going to go the way of looking up words in the manual of yesteryear. In the future, I suspect that publishers will end up alternating between systems like Valve's Steam and Stardock's Impulse to serve their customers and protect their intellectual property.”

No Caption Provided
Publishers are beginning to loosen DRM measures in response to gamer response over ownership rights.

So, while gamers and the industry stand divided over DRM, it’s clear there are some solutions for moving forward. After learning the hard way that gamers are serious about the ownership of the products they buy, publishers are beginning to relax DRM measures and put more faith in consumers. Whether this stance will last in an industry where piracy continues to be a problem is uncertain, but what we do know is that with the continued success of digital distribution platforms like Valve’s Steam and Stardock’s Impulse, there is good reason to believe the future holds something good for both PC gaming and DRM together.

Got a news tip or want to contact us directly? Email news@gamespot.com

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FaulknerATAC

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Edited By FaulknerATAC

Razor Rocks

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mischiefmeerkat

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Edited By mischiefmeerkat

Well, I see so many people defending these ever more extreme DRM methods blaming it on the pirates. BUT in truth, Piracy begins when these game companies try and shaft gamers like this and treat them like criminals. Take a look at some of worst cases, games like spore with the most extensive and sophisticated restriction systems ever. Would it surprise you to know that it was also the most heavily pirated? Pirates are not the evil malicious hackers they're made out to be. In fact one of the cardinal rules among the pirating community is "if you like this game, support the developer and pay for it" They're actually serving to let gamers try the game before buying, and in this age of zero returns, zero exchanges, trades, or credits, that's needed. It's gotten to the point now where the game will ONLY work on ONE computer with a constant internet connection, several serials, and 3 installs or less. You can't bring it to a friends house, trade it, or sell it when your done, and even if it's defective, you can't return it NO method, none, will EVER abolish piracy completely, it will only punish honest gamers more and more. If developers want to see less piracy, they need to make games worth buying. and they need to treat the customer better. That will work hundreds of times better than forcing you to be stuck with a \$60 "rental" that's 3 hours long, doesn't even work or constantly monitors you The problem though is that this is more of a test of what developers can get away with, and as long as millions of gamers line up in droves to accept this ever increasing DRM, then developers will keep making it worse

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MoreDreadGS

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Edited By MoreDreadGS

if people share their software, then they can be way more efficient in total. and if they are able to share the source codes as well, then they can all work on updated software together. if some people add the features they need to the software they are using, then there will be software that covers the needs of these people. accessible progress for the many. if a company on the other hand develops this software.. their first priority is not creating practical software. it's profit. this leads to many undesirable sideffects for the user. for example a company might decide to invest more money in advertising than actual development, because it has a bigger impact on sales. this would be progress for only a small group of people, namely those that get to cash in on it, but the user is left with a medicore software that is restricted in many ways to protect the profiteers (DRM) just look at windows vista... it actually runs worse than the previous installement of windows. it is asking for confirmation every other time you wanna change any kind of setting, keeps you from using 1gb of your RAM and is way too expensive. but it looks really shiny. do you believe this to be progress? check out this video http://www.youtube.com/watch?v=SNBMdDaYhZA a lecture about copyright by Richad Stallman. if you don't understand what i am talking about, then maybe this will open your eyes. don't be fooled, start thinking for yourself!

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MoreDreadGS

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I have seen alot of people commenting in defense of DRM and felt that my earlier attempts at explaining why it should be a crime weren't very fruitful. I have also tried to educate you a little about the ethics of hacking. It seems that many people believe that it would be the end of video gaming if developers had no way to enforce their right of intellectual property. That isn't very surprising considering how much the big corporations have spent on propagating this idea. people like bill gates, to name just the most prominent one, have also put huge amounts of energy into installing the archetype of the malicious hacker into our minds. this is not done by chance. check out bills open letter to the homebrewn computer club http://www.youtube.com/watch?v=JLYlBXuyHFs his main point: you keep good software from beeing written by sharing the software with your friends and not paying the author for it. however that doesn't really make much sense. mr. gates is just trying to keep his monopoly business by making the users depend on his company to maximize profits.

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medo3s4

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Edited By medo3s4

for someone like me and many others outside USA & Europe its kind of impossible to actually pay for games and buy them as a CD here in Egypt can b worth 300-400 L.E (which is our currency) in other words thats too much if i am to buy 3 games id spend a fortune on gaming ... so they should consider the price as well ...

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dannyatkinson

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Edited By dannyatkinson

Embrace DRM.... Yeah that will be the day. Maybe we should have embraced Starforce as well eh? Idiot.

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dannyatkinson

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Edited By dannyatkinson

I don't care whether it includes DRM or not I personally think that steam Sux.

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MihaiHornet

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Edited By MihaiHornet

There is still hope. Here is proof that greed and paranoia hasn't touch everyone. http://www.thewitcher.com/community/en/news/905.html "The Witcher: Enhanced Edition 1.5 is the newest version of the game, including all bonus content from The Witcher: Enhanced Edition and five additional fan-made adventures. Most importantly, The Witcher: Enhanced Edition 1.5 is completely DRM-free! Playing The Witcher will be even more fun without any form of annoying copy protection. Moreover, the 1.5 version of The Witcher will remove the disc check, allowing you to play the game without the DVD in the drive."

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shunokoutsuki

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Edited By shunokoutsuki

follow up... now the situation is, tho we both get to play the game, we pay the money and get some problems and uncertainty, while pirated paid nothing, and trouble free - literally; to me it is worse then depreciating asset, the return ratio is actually negative to people who support and buys the copy, and those publishers think they are good at doing business by implement the DRM? I say they failed year 1 Business out right. I still support developers, if i came up a great idea or inventions I will want to use it to generate profit, and i will do anything to protect it. Prob here is, if this act violated others' rights and cause inconvenience of the user, this privilege should be strike down. I think they should consider the game industry as service. Taking the pirated into account, all you left to improve is service. on-line game is an example, you are not selling the game itself, you are selling the on-going service you provided. Now, can we do the same to single player game? there is always a way. steam itself is a good one - tho some people think it is a piece of junk. To me that means when i go out of town for weeks even months I don't need to bring the CD with me, pre-load the steam onto my laptop, then find an Internet connection then I am in business. other then game content, developers and publishers should consider other joint ventures to bring the "service" to gamers, special DLC that improve game experience is a possible way. Since I paid my hard earned money, I deserve something more out of pirated version. But don't take it too far, I can already see some of you thinking about publish half-finished game and fix it up later or split the game into 3 or 4 pieces and sell it separately. Since I want to play the Full game, and i usually done so in first 2 days- sometimes even within first 24 hrs- i won't appreciate you pack a half-finished junk in a box. Like you buy a new car, but the dealer said you need to come back tmr to install some key components to activate other 3 or 4 engine cylinder in the end... at least let me redeem some in-game goodies with my purchased CD-key, like a BFG or mini nuke that blasts entire zone to satisfy my demolition desire...

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haohmaru11

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Edited By haohmaru11

yea , we will never buy games ...unless you make them cheaper or without DRM , so depends on you , you want my 5 -10 $ per game or i pay my internet provider and you get nothing ? nowdays we can get any game we want , it's out there

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fsenna

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Edited By fsenna

Why nobody talked about Never Winter Nights 2, my worst nightmare ever with a legit game??? Just took me about 3 MONTHS to be able to play the game because of SecureROM, like my game was hacked, but I bought it in a store with my credit card !! And *evaneself*, I'm right there with you.

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evaneself

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Edited By evaneself

EA, I know that you read this comments. Read my words. We will NEVER BUY any game with DRM. Me and all my friends. I have over 300 original games, because there is NO DRM. I want to play when I want, even after 30 years. If you are out of business in 5 years because your stupidity, why I don't have the right to play again? I play for free Mirror's Edge, Red Alert 3 and Dead Space from piracy and now I wait that YOU TAKE OUT the stupid DRM from this beautiful games, so that I may buy again. Please, excuse my spelling mistake,

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pituf080

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Edited By pituf080

@ MoreDreadGS Gotta tell you, i do understand you all but too well! Unfortunatly we do live in an unperfect world, with unperfect solutions. I imagine you are a working person, meaning you get paid for the work you do for your company. But just think, that you sit all weekend long doing an investigative report on a matter that might get you a raise or is worth a lot of money, and somehow someone is able to sneek into your system and steal the final version of that report and uses your hard work to steal that raise from you! Thats piracy and not much diferent from downloading illegal copies of games, music, movies, ebooks and other. Unfortunatly most of those Games are beeing "consumed" while playing, or better said most of them are just not good enough to play through twice and paying 40 to 50 bucks for it, it better be good! Piracy will never be completly eliminated by DRM or copyright protection systems, and not without really angering the consumer, but it can mostly eliminate the second hand market for games, rent and resale, which i understand DRM should be all about. This is were the companies REALLY loose money!!! On people willing to pay for a game, just not full retail price. In my opinion, a realy good game makes advertisement by itself!!! And Developers and Publishers alike will have to change their business model very soon to adjust to the changes the game industry demands. AND THIS IS A GOOD THING!

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deactivated-57cb19bb35169

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Thank you for putting in the time and effort to do this article, Ms. Parker and GameSpot AU. You presented a balanced overview of the subject matter without promoting one opinion over another, which is exactly the kind of exposure the DRM issue needed. This is the kind of journalism you don't usually see on gaming websites and it should earn respect from both regular readers and visitors alike.

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MoreDreadGS

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Edited By MoreDreadGS

another video to reinforce some of my points: http://www.ted.com/talks/larry_lessig_says_the_law_is_strangling_creativity.html this one starts with a hilarious example. and this also beautifully explains what i'm trying to bring across here. i'm not here to promote piracy. but i try to explain that by fighting it you will end up fighting 'creators in the making' and 'oppressed people in pursuit of personal freedom', too i also don't want to 'bring down the industry' as some of my more radical statements might make it sound like ... to me its like seeing a good friend suffer from sickness... you want to help somehow... apparently he has a gambling problem and is convinced his friends are stealing his money. he doesnt seem to realise he is alienating himself from all his friends and family while waiting for the jackpot.

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MoreDreadGS

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@ pituf080 yes you pay to see a movie ... hmm lets see do you pay for cable? how much is that where you live? like 15 bucks a month? a flatrate so to speak... now you don't get to see the latest movies do you? and you have to watch tons of ads, too... if you want the latest movies youre gonna have to pay more than 1 month of television for each of them if you want the DVDs.. or if you wanna watch it just once on a big screen an almost equal amount (not counting the popcorn etc) either way you will still be bombarded with ads that keep telling you piracy is illegal and your a bad bad boy/girl if you taint yourself with it and also what else you should consider to buy. what do you do if you want to avoid the ads? dont wanna be forced to look at the same crap every time you put in your dvd... do customers constantly need to be told that piracy is wrong? why can't you skip the stupid message after the first time? do you know how expensive advertisment is? it makes prices double or even more when compared to similar products without ads. most products are produced for a couple of cents in taiwan or indonesia etc and 10 times as much is beeing spent on ads for them. (of course this does not apply to most games... i'm generalizing about why i think advertisment sucks ;) so how do you avoid the ads? thats right.. download the movie and you get what you really wanted.. without the extras. now if you did an experiment with an unbiased monkey who just freshly learned how to reap the fruits of the entertainment industry... you told him about the pros and cons of both sides.. which one would he pick? do you think the monkey should be punished for picking piracy because he has no wallet and is scared of public places? the point here is not that monkeys should be allowed to have their own money obviously. ^^ i'm trying to say this: would you think it is the right thing to do to tell the monkey its a bad monkey now? after all it only did what serves its own needs better... the corporations are doing the same thing all the time, but if you do it its criminal? would you sit down and explain to the monkey that it has to watch the ads and pay to 'attain the privilege to watch this movie' ? do you think you could convince it? ^^

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MoreDreadGS

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Edited By MoreDreadGS

to the people who have a negative bias concerning piracy i would like to post this link http://video.google.de/videoplay?docid=3098244695175684393&ei=BcYiStrlKZ6U2wKd_u37Cw&q=intellectual+property&hl=de&emb=1 a lecture on google video with the topic: is intellectual property really promoting creativity or is it taking away freedom instead. take a look at the free software and open source movements. DRM indirectly has alot to do with hushing them up. there seems to be quite a few people who generally agree with what i and others have posted here, but distance themselves somewhat because 'piracy is theft' and they reject the analogies hackers used to explain why it shouldn't be that way. in legal terms you are right, pirates are criminals. the argument here is that they shouldn't be because copying software is different from stealing a game box from the store or a customer. some rules of the physical world do not work the same way in the digital world. the current laws are basically sponsored by the 'people behind the DRM movement' people with way too much money and tendencies to shape societies to THEIR personal needs. they will do whatever they can to wring more money from an as large number of people as possible, including telling us its good for us of course. they do not care about gaming itself like we gamers do. many people who have been gamers for quite a while are insulted with the trends that emerge in the industry... most games nowadays are warmed up old ideas with a graphics overhaul. might work for the biggest customer base, kids in their early teens.. but some of us need games with more depth and challenges. these games are still beeing made but are a rarity, because developers do not get encouraged to create them in the first place because they do not return such a great profit. thus it is left to indie devs to tackle these projects and EXPECT to just barely make a living while doing so. these are the hardworking decent people that need to be protected quite often these people do not complain about piracy because they grew up depending on a constant flow of disks with new programs from their friends when they were starting with computers. but no its the huge companies with profits in the billion ranges who complain about piracy. support DRM and you will support a few rich men who do not care about you personally and realise that 'piracy supports many poor men all around the world' by encouraging them to share and work together. realise that DRM is a trick beeing played on you to make you fight for other people's interests. people are brandmarked criminals in order to keep you from realising how much untapped potential there is out there. i'm not trying to promote piracy and encourage you to do it. but i'm trying to point out that ideologically it would make alot more sense to actually do that instead of promoting DRM. because the way it works, drm causes groups of people to isolate themselves and their work and keep it a secret for as long as possible, to then find ways to wring as much money out of it as possible. now imagine all the developers working for big corporations would give everyone complete access to their work and share it with all the other developers. the new source engine would be made just for the fun of making it and sharing it with others... people all around the world would write updates in the form of plugins for it. the modding scene would turn into the game creation scene. money would be made from teaching the necessary skills to others instead of selling games. it would be considerably less money earned, but enough for active people to sustain themselves. it would get rid of the way too expensive IT schools that most people cannot afford to go to. it would get rid of the need to constantly buy new software and hardware to keep up with the times and instead encourage people to do their own work, if they feel that something is missing. of course this is all utopian. but it could be done in a world where corporations are not in control anymore. oh yes they are trying to create the impression that everything would be doomed without their supervision. but this is seriously not true... gaming wouldn't end without corporations... it would simply loose its chains and be allowed to 'roam freely' ;)

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MoreDreadGS

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Edited By MoreDreadGS

@ haohmaru11 yes i agree with you, i feel the same way. ------------------------ going through the posts that are blocked from viewing due to negative ratings it seems that most of them contain quite negative oppinions of the game spore. most of them i wouldn't have given a negative rating because i think those angered customers should be heard. coincidence? who would be interested in keeping them from beeing heard? is EA staff trying to censor public debates?

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WDHellS

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Edited By WDHellS

Its all about a War Of Smiles ,that is a trap itself . Too much care raised as a need to be expensive , surounded then by enemies ,the economy competition for lives , its the marketing evolution of values that must to be payd . Resulting then on polution the corruption . So everything is the money ,the freedom to buy it,and its use for must be payd . Digital media is about counting the sales ,the big game . You are the last as a consumer cause the content is already made and payd . But the marketing . Some other different example for something more real is cars . You have your freedom to work and buy it ,but can you pay for everyone the freedom it takes by the privatization of public life when you drive it out there ? So everyone's drives it ,polution and corruption of needs .The goverment takes the money , but everyones must keep paying for all of this . DRM is the everyone that drives it cars ,the goverment is the developers , and the consumers is everyone else that stay trapped for see all that play out there .

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Adam_the_Nerd

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Edited By Adam_the_Nerd

OH, DRM. You piece of junk. Stardock ftw. Steam's almost there. The rest of these greedy publishers just have to follow suit.

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pituf080

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Edited By pituf080

@ haohmaru11: Im sorry to say that you are wrong on numerous things. Everybody wants to get paid, sure we know that. How much they get paid depends completly on what product they deliver! I do not object to pay my 40 - 50 dollars for a game, it just has to be worth while. On the other hand, i think that the publisher is the real culprit of this whole DRM situation, but that doesnt mean that they ALWAYS are making the big bucks on a game title. THAT completly depends on the contract a developer has with a publisher. On the other i can not support you call for piracy!!! You pay to see a movie, you pay to listen to you favorite mp3, but you tell us to pirate games?! I think developers should get away from publishers, and publish their games over the best medium yet, the INTERNET!!! That, and they should provide better ways of playable demos for their games, so everyone can TEST it without having to buy it, and decide if its worth the money. It should be that easy. Now condoning piracy to get back at a publisher is just wrong and totally out of line!

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haohmaru11

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Edited By haohmaru11

OK ...i was reading trough ppl posts and i found how stupid ppl can be , here we go ...the system we live in is total chaos and ignorance , why should a carpenter get payed let's say 50 $ per hour and a game developer should be payed 100 $ ? why Brad Pitt should be payed millions of dollars ? ...is cuz he is an idol and woman wants to see him and go in bed with him and they will pay so much money to see his crap . that's how system works , we are manipulated ...there is no such a thing as artist , real artists do something and wait nothing in return or if they do they will ask for a living not millions. So why a game made by few developers few voice actors and few dunno what should get millions of $ ? their work is overpriced and they steal money from us same as movies same as music , if i see a movie i see it only one time and why should i pay 30 $ for a dvd it doesn't make sense , am i crazy to see same movie 2 times ? is it entertaining to see a movie 2 times ? is it possible to be a DVD collector and get all DVD's ? the answer is NO , it's entertainment and they get rich with ower money , this is called stealing ...mass entertaining cd's or dvd's . TO Game developers , stop making war games ...i am tired of this ...WTF am i going to war or something ? am i getting prepared to be in first line or something ? use your brains FFS and make games like Shadow of Colossus and ICO those games worth their money cuz developers put heart and soul in their work it's not about the graphics is about the game play the experience you live trough game ...hope ppl open their eyes and see how ignorant they are ...so let's hope in 50 years they will pay the real artists not pay stupid heavy promoted crap , now with the internet we have the right to really choose what we like ...50 years ago we listen Beatles cuz we don't know some other band out there , now with internet we have the choice to listen thousands of mp3s and choose what we really like not what is already heavy promoted on TV , i personally prefer watching foreign movies especially Russian , i barrely play games and i listen to clubbing music and i gladly pay for their vinyl cuz it worth it , STOP INGNORANCE

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haohmaru11

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Edited By haohmaru11

[This message was deleted at the request of a moderator or administrator]

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thebanewolf

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Edited By thebanewolf

"Just look at the old Razor 1911 member who spent two years in isolation with a murderer just because he liked to decrypt computer algorithms." damn..

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Elhan

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Edited By Elhan

Haha just because you go to a business school does not mean you have business sense. :)

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Edited By Elhan

For an intellectual, well-argued case against intellectual property and idiocy like DRM I suggest Mr Kinsella's Against Intellectual Property (http://mises.org/journals/jls/15_2/15_2_1.pdf) and this book: http://www.mises.org/store/Against-Intellectual-Monopoly-P552.aspx, whether or not readers share the authors' political views. I agree with Regisaa's comments. Personally, if DRM bothers people I suggest they don't buy the game. Better to hurt a publisher's pockets. If it doesn't, buy it.

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ow8

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Edited By ow8

DRM = idiots at work... aka people with business degrees, but no sense.

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pureskull123

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Edited By pureskull123

steam download engine sucks

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Edited By popdude338

being a dial up user (not by choice) any game with online activation and limited installs is essentially unuseable for me (the modem is attached to my non gaming computer and even in the past i've tried activating Steam games and they never ever worked till I went to a friends place), I actually have a completely legit version of FEAR 2 that's been sitting next to me on my desk for the past week while i've been waiting to go to a friends place to get it activated, this shouldn't be how it should be, give me a cd check and/or cdkey and i'll be over the moon and will buy any PC game you throw at me frankly Starforce was on a good thing what with Splinter cell 3 lasting over a year it's just unfortunate that it destroyed computers in the process :/

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Regisaa

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Edited By Regisaa

Whats the problem with game publishers? they are aiming the wrong targets... The real gamer will never get a illegal copy, he prefers to buy his own, working, wonderfull game box. If not, he wants at least download the game everytime he needs since he´s always changing some piece or his entire hardware. Its much more simple to make a world wide release with download option of a game. That is a garanteed sale to all real consumers in the world. They a losing to the illegal copies just because the time "wasted" to release a protected copy for a certain region is enough to let the piracy spread all over the internet and to get into some "potential" new costumers first. Its time to stop blaming crackers, hackers or whatever.... Bad products with bad distribution stategies dont sell, stop to make the real costumers pay the price.

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shunokoutsuki

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Edited By shunokoutsuki

To me, any game comes with DRM doesn't worth the tag price. Yes I do support the developers, but if that means I have to live with the trouble, no thanks. I buy the game to relax, to kill time, to enjoy the story and get away from the busy world; not open up the game only found that i can't play coz the CD is damaged, and the protection thinks it's a pirated copy; or i used up the activation limit because I was unable to de-authorize my copy before i re-install the virus-infected OS. Also, games with DRM protection means there is a chance that players won't be able to play the games in the future. if I pull out the original Red Alert, Tiberium sun or Battle for dune CD, I can enjoy the game without phone in to activate the game. Now you see the problem here? Westwood is gone! If they come with this lousy protection and I phone in the number on the booklet; only found that the company no longer exist, and the company disband it doesn't care about it anymore, that means I can't play the game and I have a piece of useless junk at my hand. yes they claim that they will release the patch which will remove the protection. But that's just words. There is no solid guarantee. And here comes the sense of ownership. Yes, the copyright is yours, but by paying my hard-earned money, I get the right to use; how I am going to use it is my own business, as long as it's legit. That includes run it on my computer that may get 5 upgrades/re-installs a year. If I need to reauthorize my legally purchased copy every time, that means I don't actually own the copy; it is more like a life-time rental than purchase. Because it's like telling your landlord: Hey, I want to renovate my room, can you open up the main door so I can move new furniture in?

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pvtdonut54

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Edited By pvtdonut54

DRM is just a scape-goat for poor quality games and poor sells. Well if the PIRATES didn't illegally steal our game" boo-hoo on you. Well if you actually made good games people wanna buy, they wouldn't pirate them.

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Tacticalspoon

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Edited By Tacticalspoon

@ SnakeStrike6: While I agree with your stance more or less, the devs of the original fallout DID go bankrupt. Just thought i should point that out. @ MachetazoZ: I believe it comes down to the fact that many people who use consoles in the US do so because it is the easy solution. Just observe any PC vs Console fanboy war, and you will see console people bringing up that they don't have to do anything with consoles, they just work. The vast majority of them don't want to upgrade video cards, chip things, update firmware, configure things to play on private online servers, etc. Also, pirating for the PC is just so damn easy.

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Kaspii00

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Edited By Kaspii00

This is bullpie! There are countries where games are overpriced and some shops that sell legal, pirated discs. And that DRM ain't gonna do crap, hackers are too smart for that junk to stop them. It'll only make them stronger. I dunno, but I also don't want to (and won't) beleive that people will buy the game anyway. And what about the guys, who get games on piracy BEFORE they're in the shops? I've seen Sims3 torrents already, it's running pretty well, so there's no stopping anyone.

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qzhoju

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Edited By qzhoju

I purchased a legitimate copy of The Witcher, only to find that Atari had misprinted the Canadian version by excluding the registration key. This would not have been much of an issue until CD Projekt released The Witcher Enhanced, which is a free upgrade for owners of the standard edition (so long as the copy is properly registered). I have been trying to get a registration key from both Atari and CD Projekt, and my email requests have been ignored. Atari provided a customer service ticket number, and I have not heard from them since. So Atari's error is keeping me from a legitimate (and significant) gameplay upgrade. Since I have previously dealt with Atari customer support, and they have been rather punctual in their responses, I can only assume that I am presently being ignored in an attempt to encourage me to purchase the retail Enhanced Edition for $40 (thus bringing my total "Witcher" cost to $90) I will not be purchasing the retail copy of The Witcher Enhanced unless I see it reduced in price to $5 or $10, which will take a few years of retail distribution and clearance markdowns (a price point which will likely exclude any revenue from reaching the game's developer). In the meantime, I am considering simply downloading a torrent copy of the full Enhanced Edition, which will work perfectly on my machine. To respond to those who feel that piracy is necessary when distribution limitations keep games from reaching their stores, or when they are being sold at an exaggerated price, wouldn't digital distribution work in your favour? There is no excuse for pirating a game that is hosted by an online service and distributed worldwide for "normal" retail prices.

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zellwwf

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Edited By zellwwf

Abdoo Smokii!! I live in the middle east... I Really understand your emotions cause i live in Riyadh I Play some games Legit.. some NOT! Not because i love to.. but because there is no other way.. Fallout 3 Hasnt Released in our Majors Game-Selling Stores.. There is no PC gaming Support here. Burnout Paradise Is Concidered a new game Age of Empires iii is Considered NEW! no Age of Conan No Lotro Gaming Cards Nothing here... it really sucks!!! WITHOUT THE HELP OF RAZOR 1911 we'd not play.

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abdoo_smokii

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Edited By abdoo_smokii

well i live in middle east , and if u know that we could have the game here after 1 year releases , and it triple price , its like buy game per 200 $ , like u buy a console , so if there is no pirate games , no one ever here play game , even i am playing wow , i almost got latency and payed online but still have to hack something to do great playing , so don't even start to talk about that before u do something about this.

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zellwwf

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Edited By zellwwf

DRM is a pain in the *ss. People like Razor 1911 should get awards, they are very intelligent, they don't want to sell u stuff. They enjoy wat they do!! If Developers want to stop piracy they should adopt groups like Razor 1911 and learn from them.. Make Razor 1911 Do their security.. Razor are Gamers.. they would do security that are extremly lite on gamers and heavy in codes. And really.. people should give respect to these Coders. Razor 1911 Group has one of the best minds in the world.. Its not an easy job.

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magusat999

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Edited By magusat999

@SnakeStrike6: Hackers would betray each other, for the dollars - but offering potental income would only encorage more hacking. All it would do is create a new class of opportunistic hackers. It's already happening with software, where there are people hacking just to get hired as "security consultants". Those hackers are just as you described - they hack or crack something, usually high-profile; get caught on purpose; take a light sentence and then come out of prison with a nice high paying IT security consultant job. So I doubt if that will stop hackers, but rather create more.

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SnakeStrike6

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Edited By SnakeStrike6

Oh, and another thing: If these guys are really serious about stopping piracy, then they're simply looking at it the wrong way. You can't beat pirates by putting DRM hurdles in their way; that would be the gaming-world equivalent of the Soviets vs the Taliban during the 1980s, or the USA against the NBA in Vietnam. It doesn't work; there's always more of them than there are of you, and they're smarter. If publishers REALLY want to stop pirates, then what they need to do is bring them in. Find pirate groups like Razor 1911 and pay them to show you how they crack games. Get the assassins you can find to help you stop the ones that you can't. Instead of arresting nerdy pirates and throwing them into solitary with hardened murderers or insane rapists, offer them deals. Say: "Use your skills to help us develop programming to stop other hackers and you'll get only a month in prison rather than ten years" or something to that effect. Then we'd see effective protection (or at least more effective protection with less consumer aggravation). Sure, this may sound like an offensive or foolhardy idea, but it has potential and precedent. Police agencies use informants to locate and take down criminal groups; state prosecutors offer amnesty to the small fish to catch bigger ones. Why shouldn't the gaming industry do the same? And to the man who impassionately shouts 'Hackers would never betray each other!', I say there's no honor among thieves....

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SnakeStrike6

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Edited By SnakeStrike6

This is foolishness. Who says that piracy drives developers into the ground? Just take a look at any of the great games of the yesteryears (Baldurs Gate or Fallout, for instance). Those games had no or very simple protection measures (all you did was type in a weird number or keep your CD in the drive and jump in). But I don't see Bioware or Atari going bankrupt, or even any poorer than they had been from the start. Games have never cost much, and if a few milion gamers download cracked or pirated versions, it's not going to be that much of a hit to a developer. If three million gamers decide not to pay fifty dollars for a game and just download it, you've still got twelve million gamers who WILL actually buy the CD at retail price and fill the developers/publisher's pockets. You can't possibly try to clamp down on each and every dollar out there. That's like trying to clear a home of cockroaches with a flamethrower; maybe you'll get the roaches, but you'll also most certainly destroy the home. That's what DRM does to honest gamers. Let's just throw back to the days of CD-keys and unlimited installs and get back to making fun games that everyone will enjoy AND PAY FOR! Huzzah!

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jeffcenate

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Edited By jeffcenate

@MachetazoZ "high end" PCs arent that costly here, and its simple to pirate the games. no need to "chip up" anything either. ohh and pretty much everyone and their sister ownes a PC now days unlike the consols. in fact i can say that i dont know anyone that doesnt own a PC or have daily access too one. and im from 'the country' and on the low end of our income scale.

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Emraldo

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Edited By Emraldo

Wow, that hacker who ended up in isolation with a murderer got ****ed

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Revan_911

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Edited By Revan_911

DRM is stupid and how come anyone thinks it's a good idea is beyond me. Games will get pirated. They are just scarring off potential buyers who want to own a legal copy of the game.

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croakingembryo

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Edited By croakingembryo

I think what a lot of you are forgetting is that many people who copy or download pirated versions of games would never have bought those games in the first place. If there is no pirate copy of the game then they just don't play it. Ever. Just because someone is copying a game does not even mean they are a "potential" customer. They just take what they can get for free and if it's not available they go without it. So what if tens of thousands of people downloaded the razor1911 version of GTA4? You can't go around saying the developers "lost" x amount of dollars, because the majority of those people would never have bought the game in the first place. Copying a game doesn't turn people into "customers that didn't pay", it just means that people that didn't want the game enough to buy it got it anyway.

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MachetazoZ

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Edited By MachetazoZ

I live in Brazil and our game culture is very different here, so, I just can't get it why PC pirating is so much bigger an issue than console piracy in the US. Why only PC games get DRM? It's a lot easier to chip up a XBOX360 and get downloaded games than to have a high end PC. Could anyone pease enlighten me?

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daf269

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Edited By daf269

Oh how I love stardock!

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ukatodotcom

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Edited By ukatodotcom

To all of you who bought EA games on steam to avoid securom some of you will be surprised to find out you probably can't play those games when your not connected to the net.... that's right... if your offline you likely can't play them.... Still feel like you "own" those games?

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magusat999

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Edited By magusat999

"GameSpot AU contacted 2K, EA, Rockstar, Ubisoft and Valve for comment, but all declined." I think that's hilarious.Valve is very smart in it's decision not to opt for the broken DRM system. It's a complete waste of money and resources - just like trying to chase down every pirate and pirated software title. Just bark loud like your going to do something and leave it alone because in the end it will just cost you money and beat up your reputation. Just look at the RIAA and the MPAA - who likes them? But I really respect Valve because they aren't stupid - they obviously aren't the type to just jump in the pool without testing the water first. companies like EA and Ubisoft should be slower and more intelligent about adopting mechanisms like DRM. They have the resources to test them - why didn't they? It's like releasing a drug into the public without FDA approval - make sure it works first, BEFORE you waste everyone's time and your money on a broken item. It's like they are in some big emergency to protect their products no matter what the cost. I bet if they calculated the costs they would find that DRM didn' make them one penny richer than their "less secure" technologies.

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pidow

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Edited By pidow

I still want TOTAL control over the item(s) I purchase. I paid for it and if I want to in-stall and than un-install the game, one hundred times, it should be MY game to do so. Publishers and developers, QC, QA, everyone should be taken an active PART in their product from the beginning to the end of production. Make it so difficult that piracy becomes a thing of the past. If its my monies, I will find a way to protect it period. Restricting me, when I paid for your product will only force me to "BUY" else-were or somebodies elses product that is not restrictive. It is totally up to you!.

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