Posts Tagged ‘DRM’

Ubisoft: Is it about piracy anymore?

Monday, March 8th, 2010

There has been a lot of flak on the web about AC2’s DRM system. When it was first announced, everybody went “They can’t be serious!”. And when it did actually come out, people just stopped and pooped in their pants. “They ARE serious!”

Just a small recap of the DRM system that Ubisoft is using:

  • Permanent Persistent and consistent online connection required.
  • Game pauses if connection is disrupted.

See Ubisoft’s official page to read more. A reviewer managed to see and experience first-hand the benefits/meh/horror, as viewed by the publisher/developer/player respectively, of such a system.

Somehow, this move doesn’t feel like it’s just about piracy anymore. Second-hand sales gets affected too. From a publisher’s viewpoint, a second hand sale means that someone else gets to play the game and the makers don’t get a cut by doing so. By registering your game to Ubisoft’s platform, you can no longer sell the game, unless you’re willing to share personal information as well. Sure, you can populate it with random junk, but you probably can’t change the email address you registered with after confirming the account. If you do sell it, are you comfortable with a total stranger using your email to login?

Somehow I also think it’s about some form of weird competition with Steam. Ubisoft does not need to create an “Online Services Platform”, it can in fact, simply outsource it to Steam. Steam is itself a form of DRM system. Just have some sort of exclusive partnership with Steam, which does the auto-updating and auto-checking, which Ubisoft’s system does, whether it’s you behind the screen and not your half-brother from hell, and you can also achieve this same effect. But of course, this means some form of revenue-sharing with Valve. Ahh, yes. That good ol’ bottom line.

However, if AC2 is going to be a Steam exclusive on the PC, Ubisoft will get cut from knowing all the juicy little details of its users. And I doubt Valve would release details of its users to Ubisoft. Not unless it wants to get sued. Data aggregation is a really powerful tool and a huge company like Ubisoft will always want it.

The persistent online connection is a real b*tch. Why do you need to be online if you’re playing single-player? But then again, which gamer doesn’t have one? Approximately 11 million people have proven that a constant persistent online connection is possible. However, AC2 isn’t an MMOG, it’s primarily a single player game. By making this a requirement, Ubisoft has effectively created a new genre of its own: Massively Single-player Online Game. It even stores your savegames on its server, just like an MMOG. And true to all MMOG, it’s experiencing teething problems. A broken connection means that someone is unable to play. And by “play”, I mean, playing a single player game without any need for multiplayer.

I think that the fact that it is a single player game is the crux of the problem with this system. I’ve always wondered about those companies who said that they’ll be able to maintain DRM servers “forever”. Single player games are typically a one-time purchase. How can they sustain them via a one-time purchase? By hoping to make more sales down the road? Sounds like a ponzi scheme though. Recurring revenue via other products, or 3rd party products? Sorry it’s not a sales platform. Subscription? Micro-payments? Sorry, it’s a single player game, which does not require an on-going service to play. Of course, such companies also promise their customers to remove the DRM. Might I ask, when will that happen? 10 years from now? How many games have had their DRM removed?

If this is meant to combat piracy, how can Ubisoft’s PR deal with all the negative press? Is it worth it? No matter how flawless this system is, everyone will condemn it. If there is a problem, no matter how small or tiny, it will mean more work for the PR team to counter the bad press for it. Why does a company prefer to go down this route? Contrast that with a company releasing DRM-free games. You get goodwill and good press. Those who pirate your game have no say and will most likely be condemned by the community. Those who has no intention to buy your game in the first place will definitely pirate it, but it’s not a lost sale. That person has no intention of paying in the first place. You attract and pull at gamers’ heartstrings. And they will have no qualms about loosening their wallet in return, because they perceive your company as “one of the good guys”.

Of course, if such a system is beaten, it means more value to pirates! Those “filthy, stealing people”! Install and play! No fuss, no mess. And no mucking about with your internet connection.

Sure, piracy is a problem on the PC, as well as the consoles but somehow, the latter doesn’t get as much hype. But I don’t think this is the way to combat it. Smells more of a “How To Milk Customers” scheme to me.

Dumbest Microsoft Move Ever?

Monday, January 26th, 2009

And it’s by Microsoft!

Even with the apparent demise of MSN Music, or maybe not, Microsoft has chosen to launch yet another music store, but aimed at the mobile market. Of course, with DRM. And a higher price tag.

It’s like a store for sadomasochists, where people get pleasure from buying tracks at a more expensive price which is locked to one phone.

When anyone can go to iTunes or Amazon for DRM-free tracks (Oh and by anyone, I mean those in the U.S. Too bad us Singaporeans still have to be contented with pirating our music to get DRM-free tracks.), and at a lower price point to boot, one has to wonder which genius at Microsoft decided “Hey, why don’t we offer to sell music to users’ mobiles, with DRM to lock it to that phone, and charge people higher than other retailers. What a winning idea!”. And then proceed to high-five others around the meeting room and bask in each other’s awesomeness.

PCPro has an interview with Hugh Griffiths, Head of Mobile at Microsoft UK. Some of the more hilarious parts:

At the moment, to be honest with you, we don’t have the functionality in-house to provide a mechanism for transferring between mobile phones and PC. We don’t have that functionality available.

If I buy these songs on your service – and they’re locked to my phone – what happens when I upgrade my phone in six months’ time?

Well, I think you know the answer to that.

Well played. I guess there are enough idiots in the world for corporations to exploit.

I’m one of them too.

[Q&A: Microsoft defends return to DRM] via [Microsoft introduces MSN Mobile Music]

The New Prince Of Persia Has No DRM!

Wednesday, December 10th, 2008

Has Ubisoft finally learnt its ways? Saw this on a forum thread in Ubisoft’s Prince Of Persia forums:

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 PoP PC has no DRM we`ll see how truthful people actually are. Not very, I imagine.

Console piracy is something else entirely and I`m sure we`ll see more steps in future to try to combat that.

- UbiRazz

However, in the very first sentence, it is very clear that his understanding of the DRM situation is not really good. “DRM is there to make it as difficult as possible for pirates to make copies of our games”? Are you sure about that? Let’s now visit Torrentfreak’s list of the top 10 most pirated PC games of 2008:

  1. Spore (1,700,000) (Sept. 2008)
  2. The Sims 2 (1,150,000) (Sept. 2004)
  3. Assassins Creed (1,070,000) (Nov. 2007)
  4. Crysis (940,000) (Nov. 2007)
  5. Command & Conquer 3 (860,000) (Mar. 2007)
  6. Call of Duty 4 (830,000) (Nov. 2007)
  7. GTA San Andreas (740,000) (Jun. 2005)
  8. Fallout 3 (645,000) (Oct. 2008)
  9. Far Cry 2 (585,000) (Oct. 2008)
  10. Pro Evolution Soccer 2009 (470,000) (Oct. 2008)

Spore? Far Cry 2? Didn’t those feature extensive DRM, such as online activation and install limits? Also, another thing to note, if you buy a legitimate copy, you will need be online to activate it and be limited to 5 installs. If you pirate it, you don’t need to do activate and can install it anywhere anytime. So which is the more superior version? You tell me.

Don’t worry, Prince Of Persia will be pirated to the death. If this is Ubisoft’s grand experiment, it will be for naught. However, it may sway certain individuals to get the game, even if he may not be a fan of the genre.

Of course, I applaud Ubisoft in taking such a bold move. I hope that this will truly set a precedent for future games without DRM from big name publishers.

20 (Soul-Crushing) Steps To Starting GTA 4 PC

Friday, December 5th, 2008

This is just too good! Gotta put it up here.

Step 1: “Tut” loudly as you are forced to agree to be part of the Rockstar Social Club; a Gamespy type program that must be installed before you can install the game.

Step 2. Wait for it to validate your DVD. Begin to install the game. It comes on 2 DVDs, taking up 16GB’s of space.

Step 3: Growl loudly when asked to make a Microsoft Live account. If you haven’t done so, be prepared for an arduous task in itself. Begin to cry.

Step 4: Wipe tears of frustration from eyes. Unclench jaw. Finish installing the game.

Step 5: Start crying again when you realise you must now make a Rockstar Social Club account. Do so while chanting a mantra of harsh words (language choice is optional).

Step 6: Go to email account to find validation code. See no email. Break something within arms reach.

Step 7: Ask website to resubmit code. Eventually find it in the junk folder. Consider offering Satan your soul to end the pain. Click validation link.

Step 8: Choose whether to assign your Xbox, Play Station or PC Microsoft Live account to the Rockstar Social Club. Plot assassination of Microsoft Live creator. Choose account.

Step 9: Attempt to sign into account as requested. Check watch: it’s dinner time… but didn’t you just eat breakfast?

Step 10: Finally finish creating Rockstar Social Club account. Sigh with wary relief. Start Social Club program.

Step 11: Speak in tongues as the program updates. Make a pot plant spontaneously combust.

Step 12: Rejoice as a big splash page with the word “Play!” appears. Click it with tired optimism.

Step 13: Bash head against keyboard repeatedly after seeing message stating “Please install the new Windows Live Update”. Feel the beginnings of an ulcer forming.

Step 14: 22MB later, install update. Rock back in forth in your chair while attempting the “Play” button again.

Step 15: It works! Hooray! ….right? WRONG. Activate the game again by entering the code on your manual. Wait for it to su****iously validate you. Feel slightly violated when it finally gives you the OK and starts the game.

Step 16: Begin to worry when black screen lasts 5 minutes. Alt + tab a few times. Remove fingernails from fingers due to over ambitious biting.

Step 17: Menu words! At last! Proceed to graphics options.

Step 18: Consider hiring Chuck Norris to roundhouse kick Rockstar when they tell you “You can not set the graphics higher as your system lacks resources” when you not only have enough resources, the benchmark test runs crystal smooth.

Step 19: Sigh, write it off as a bug. Begin game. Hooray! GTA IV at last!

Step 20: Game crashes to desktop.

Source: 20 Easy Steps to Starting GTA IV on Your PC (Updated)

C’mon enterprising hackers! Where’s that cracked executable when we need it?

Showdown With iTunes DRM. Time To Get E71 Instead?

Wednesday, November 19th, 2008

When I first got my iPhone 3G, I was running Windows XP. Recently, I discovered the itch and decided to change to Windows Vista 64. Everything was running smoothly, until I decided to try to sync my iPhone.

My safari mobile for some reason kept crashing while doing simple Google Reader-ing. Ok, probably it’s because I jailbroke it. I decided to restore to original settings. All syncing went fine, except for one thing:

Source: ZDNet: iCrash: Buggy apps tarnish iPhone 2.0 appeal

(I had to grab that off another site, as I forgot to take a screenshot of mine.) Googling around, I came across this discussion thread on apple forums. I had to click on “Store” > “Authorize…” to authorize this PC somehow. And after doing so, that’s when it happened: iTunes kindly informed me that I had used 2 out of 5 available autorizations.

What. The. F*ck.

The only thing that had changed was the operating system. My PC internals was still the same as it was back then. Who wants to bet that if I had re-installed the same copy and version of Windows 5 times, I would have used up all my available authorizations? Of course, after using all 5, you could theoretically de-authorize all your computers. Of course, there’s a catch involved. You could only do that once a year.

I didn’t buy Mass Effect or Spore because I hate the install limits it pushes on to me. I would probably not get Red Alert 3 or Far Cry 2 either. Exceptions to buying these games would be to see if a crack is available. Who am I kidding? A crack is always available. I would have to download it first. Is it about time to search for a suitable workaround for this too?

Or maybe I should just go back to owning a Nokia phone. My fiancée’s E71 is looking mighty nice right about now. And couple that with an Iriver, Cowon or Archos media player. Something like this looks mighty tempting…

Source: Anything But IPod: Archos 5 review

XKCD on DRM

Monday, October 20th, 2008
Steal This Comic

Steal This Comic

Whatever you do, it will not be 100% legal anyway. So why bother taking the long way round?

EA’s CEO Hates DRM. Really!

Saturday, October 18th, 2008

EA’s CEO, Mr. John Riccitiello, recently gave an interview with Gamasutra, and surprisingly he said:

I personally hate DRM,” EA CEO John Riccitiello tells Gamasutra.

Am I the only one who thinks that is a huge steaming pile of horse manure?

“I don’t like the whole concept; it can be a little bit cumbersome. But I don’t like locks on my door, and I don’t like to use keys in my car… I’d like to live in a world where there are no passports. Unfortunately, we don’t – and I think the vast majority of people voted with their wallets and went out and bought Spore.”

Bad analogy. Locks on your door & keys in your car serves one purpose: to protect you and your investment. This is more akin to installing anti-virus on your PC. Sure you can remove them, but removing them dissolves you of the protection that they offer and require you to be more vigilant. DRM on software does nothing for the user. Instead, it benefits the publisher and gives no freedom to the user what he wants to do with the software that he purchsed. So it is more akin to the company who built the house holding the key to the lock and unlocks it for you each time you want to enter the house. What if Honda were the ones who hold the keys to your car?

I have to admit that the game’s concept is very intriguing and I would so very much love to go out and buy it. That’s why a lot of people went out and bought it. But just think how much more would have gone out and bought it if there is no DRM?

“I think that, in general, a year and a half ago EA was pretty well hated — and I think for good reasons,” he says. “Today, you’d be hard pressed to go to a forum and not see a lot of people defending EA and its products.”

I’ve read and seen Blizzard fanboys. But I didn’t know there are EA fanboys! (I just had to put this in.)

“There are different ways to do DRM; the most successful is what WoW does. They just charge you by the month,” Riccitiello says, noting that the subscription model means that even those who pirate the software itself can’t play without paying.

How can he compare an online game, as opposed to a single player game? WoW is a massively multiplayer online role-playing game, or MMORPG, for short. The game thrives on the social aspect in a persistent world, which of course requires a user to have an account to play. WoW also doesn’t skimp on the client. In fact, one of the most fabulous things about WoW is that I can simply copy the folder WoW resides in into a portable harddrive and copy it onto a different machine, double click on WoW.exe and start playing. It’s that simple! As for the monthly subscription model, I see it as simply the cost of maintaining a persistent world, which happens to be part of the game, not a form of protection against piracy.

Funnily enough, Spore is a game that also has an online component. The user has to log on to EA’s server so that Spore can populate the user’s world with other user-generated content, making no two worlds alike. So why does it need SecuROM and the install limit in the first place? Why can’t it be as accessible as WoW? I have bought WoW, twice in fact, which means Blizzard has gotten their fair share of my money.

A user was also burned by EA’s lies EA’s licensing agreement. Is this a company that should be supported?

“Everyone gets that we need some level of protection, or we’re going to be in business for free,” Riccitiello says. But he sees a lack of understanding among “a minority of people that orchestrated a great PR program. They picked the highest-profile game they could find,” he says. “I respect them for the success of their movement.”

“‘I’m guessing that half of them were pirates, and the other half were people caught up in something that they didn’t understand,” he says. “If I’d had a chance to have a conversation with them, they’d have gotten it.”

So by his statement, Stardock is probably not making any money at all and will go under very, very soon. But surprisingly, their previous two games, Galactic Civilizations 2 and Sins Of A Solar Empire, which came without ANY protection whatsoever, went into the top ten sales charts for PC games. By the way, Sins Of A Solar Empire, a game made on a fraction of a budget, went on to sell more than 500,000 copies.

Also, why would pirates be lamenting on the DRM? They got away scot-free didn’t they? No install limit to contend with. No online activation needed. Spore is the number one most pirated game of all time. EA’s response? Downplay it, of course! Strangely, EA also insinuated that a pirated copy isn’t a lost sale. Wait, isn’t that what all industry bigwigs are saying in the first place?

If DRM did not prevent piracy as EA seem to suggest, what does it accomplish?

I think that the installation limitation will definitely kill off second hand sales of the game. Would you buy a copy if the original owner had used up one or two installs? Why would anyone take such a huge gamble? Let’s say a person buys a used copy with only 1 installation left for $10. Then, he realised that a graphics card upgrade will increase his enjoyment of the game more. Aha! But he can’t! If he did, his PC will be detected as a new PC, and there is no more activations left. Who wants to bet with me that EA’s customer support will be awesome enough to promptly issue him a new key 10 minutes after getting through to an officer?

We have seen what will happen once the 3-install limit is up. The first advice they give you: buy another copy! So instead of directing users to call customer support, some of those who breached this, will go out and buy another copy instead. It’s just like spam. If a fraction of those who got it responded, it is good enough for them.

So, final rhetorical question: does DRM serve to hinder piracy or boost sales?

Source: http://www.gamasutra.com/php-bin/news_index.php?story=20655