- Jan 9, 2008
- 1,901
- 0
- 76
If 2008 was the year of consumer resistance to digital rights management (DRM), then 2009 seems to be the year that developers are seeking more relaxed, gamer-friendly ways to thwart piracy.
EA has announced that when The Sims 3 is released next month, no online authentication will be required to play the game, simply a CD key.
"I definitely believe this is all the result of a change in the public perception of DRM, a sort of grass roots uprising," observes Ron Carmel, co-founder of San Francisco-based developer 2D Boy. "Gamers are much more vocal about it than they used to be, perhaps because they are so accustomed to downloading music without too many restrictions."
Carmel believes that the extent to which a game is pirated is approximately the same whether it uses any of the DRM technologies or not. If it is that ineffective, he asks, why use it at all?
"Spore was the final straw that broke the camel's back," recalls Brad Wardell, president and CEO of Plymouth, Michigan-based developer Stardock. "Someone who buys software does not want to be made to feel like a chump for buying it. Much of the outcry came from legitimate customers who said that they shouldn't be restricted by DRM, especially since people with pirated versions weren't."
But the Entertainment Software Association believes otherwise."DRM is a reasonable response to high piracy rates," says Ric Hirsch, senior VP for intellectual property enforcement at the ESA. "Just because some users circumvent DRM protections to gain unauthorized access to game software does not mean that the technologies don't serve their intended purpose. No security technology is 100% effective."
However, 2D Boy's Carmel says that DRM is used not so much to thwart piracy -- since it's not very good at that -- as it is to combat the used game market.
"Publishers aren't stupid. They know that DRM doesn't work against piracy," he explains. "What they're trying to do is stop people from going to GameStop to buy $50 games for $35, none of which goes into the publishers' pockets. If DRM permits only a few installs, that minimizes the number of times a game can be resold."
Carmel is aware that piracy is a problem, of course. In a recent blog, he reported the methodology he used to determine that 90% of the copies of World of Goo that exist are pirate versions.
Nevertheless, Carmel says he's not complaining; he says he's made good money off of World of Goo.
"I'm convinced that we lost very few customers because of piracy," he says. "People who pirate the game are people who wouldn't have bought it anyway. I don't know anyone who would try to find a cracked version and, if they can't locate one, they say, ?OK, since I can't find it for free, I'm going to go out and buy it.' I just don't think that happens."
The bottom line is that Carmel doesn't intend to use DRM protection on his next game -- or on any of his subsequent games.
The topic of DRM is apparently a controversial one these days -- neither EA nor Ubisoft would arrange for an interviewee for this story.
Instead, a corporate spokesperson at each company provided a written response.
Regarding the forthcoming The Sims 3, an EA spokesperson said that the giant publisher "listened to a lot of consumer feedback and worked to find a simple disc-based copy protection solution with which our customers were comfortable. There is no online authentication required to play the retail disc product."
Meanwhile, a Ubisoft spokesperson admits that the company is "aware that some DRM solutions have not lived up to the expectations of gamers for a smooth gameplay experience and so we continue to strive towards finding a solution that will please fans while also fulfilling our obligations as ... a healthy, profitable company."
Read the whole article here: http://www.gamasutra.com/view/...y_why_bother_with_.php