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Community Discussion: Blog by Lord of the Thunder | The importance of using DRM as a service and not a limitationDestructoid
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PC gaming has not always been as complex and as flashy as it is today. In 1962 one of the first known video games in the history of mankind was created, known as “SpaceWar!”. Created by a US programmer and computer scientist Stephen Russell, SpaceWar! only had two drawings of spaceships known as "the needle", "the wedge" and dots used to attack the fellow player. This piece of software was just a piece of the puzzle that pioneered the Personal Computer and Computer Games, which are commonly referred today as “Video Games”. Thanks to the help of these “Video Games” and the World Wide Web, Personal Computers have become an essential item to have in modern day in homes and businesses alike.

This is SpaceWar!

As the World Wide Web grew, so did easier ways of thievery known as Piracy. Piracy is an act of stealing digital goods, to prevent this act of thievery publishers and developers used different types of “Digital rights management”, also known as DRM. DRM is used to prevent piracy of their products, and while they have limitations on what their products can do, it usually keeps thieves known as “pirates” from “pirating” their games. While it prevents the piracy of their products, it can never stop it completely therefore, if DRM is to strict and does not offer a service in return genuine consumers are punished for buying the game from the publishers, while pirates can steal the same game without the harsh limitations of that type of DRM. However some DRM can be used as a service, providing useful tools while preventing pirated downloads of a curtain product.
Steam is a digital distribution service created and officially released by Valve Software in 2004. At first consumers hated the product for lack of dual core support and restrictive DRM, but as Steam grew, Valve Software corrected those mistakes and added services to help the customer enjoy the game more than he could when pirating it. To quote the current CEO of Valve Software known as Gabe Newell “I get fairly frustrated when I hear how the issue is framed in a lot of cases. To us it seems pretty obvious that people always want to treat it as a pricing issue, that people are doing this because they can get it for free and so we just need to create these draconian DRM systems or anti-piracy systems, and that just really doesn’t match up with the data. As a customer, I want to be able to access my stuff wherever I am, and if you put in place a system that makes me wonder if I’ll be able to get it then you’ve significantly decreased the value of it. People were worried when we started using Steam initially because, oh my gosh, if I don’t have my discs what happens when I get a new machine? And after they’ve done this a couple times they’re like “oh my god, this is so much better, I’m so much more likely to lose my discs than I am to have any problem with my Steam account, that seems way better than having a physical token that I use to access my content.”. Gabe Newell has seen that legitimate consumers can be driven away from buying the legitimate product by using restrictive and harsh DRM methods.


This is GABEN!

SecuROM is a harsh DRM that limits how many installs a legitimate product can have on a Personal Computer. This is a terrible way to deal with piracy, because it does not only hinder the legitimate, but the illegitimate copies do away with the restrictions set by SecuROM, thus increasing piracy levels and decreasing sales of the legitimate product. Always Online DRM is a type DRM that forces players to have an Internet connection whether it’s a single player game or a multiplayer game. The Player has to remain online, or else the DRM kills the game until an Internet connection is reestablished. Always Online DRM is not a problem with the illegitimate version, because the DRM is non-existent. So while it seems like a DRM like Always Online DRM and SecuROM is a good Idea, it actually hinders legitimate consumers while increasing piracy levels.
Steam while also a digital distribution service is also DRM done right. Steam Overlay is a service that allows other players to interact with each other, while staying inside of the video game. Steam Overlay also has a web browser built into the overlay, so players can go on the World Wide Web while waiting for friends to join a multiplayer game. Steam Overlay gives a service that is not present in an illegitimate copy of a game, therefore sales are increased and piracy is decreased. Steam also has many other services used in the Steam Overlay such as chat rooms to chat with people about curtain topics and friends lists. Steam Overlay is a positive example on how DRM should be implemented.
While it may have positive or negative effects on the legitimate games, DRM is an essential tool to prevent people to take advantage of a game.
The Witcher 2 a game published by a Polish publisher called CD Projekt and Developed by the Polish publisher’s development branch known as CD ProjektRed, has been pirated 4.5 million times. While sold only 1.1 million times. The Witcher 2 had no DRM, therefore illegitimate copies were easy to duplicate and distribute, without sacrifice of running a pirated copy of the game. Pirates were able to take advantage of the developer’s gratitude, so sales suffered because of the fact that DRM was non-existent in The Witcher 2. Without DRM a game can fail just as hard as a game with strict DRM. So using DRM, as a service is essential for players to enjoy a game and not take advantage of the game’s security features by pirating it.


GOTY 2011, CD Projekt are amazing
As a PC game is being developed publishers should ask themselves “How can we give the player a service to enjoy our games and our DRM” and not “How can we prevent piracy by any means necessary”. Piracy is a problem in any Industry dealing digital goods, but trying to exterminate it completely is a waste of time and resources that can be used on developing and promoting the actual game. The real reason DRM should be used is to prevent players to take advantage of developer's content while providing bonus services that allow the player to enjoy the developer’s content more thoroughly. It is hard to ignore pirated downloads of a developers game, and while it may seem like a good Idea to implement harsh DRM, It is actually a terrible idea that can kill a games sales and hurt legitimate buyers. The Industry needs DRM as a service to help publishers get consumers to purchase a legitimate copy of their game, not DRM that punishes the consumer for purchasing their product.
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Hey guys, If possible I'd like to know how I can improve on this blog

thanks in advance
The fact of the matter is that DRM will NEVER be a service. Like Steam, you can have a service IN ADDITION to DRM, but it'll never replace it. I still avoid everything on Steam if there's a DRM-free version of what I'm looking for elsewhere, even if it costs me more. And it's not like Steam even works, either -- It's just as easy to crack the "protection" out of a Steam game as it is to do it with any other game released.

CD Projekt RED knows what's up -- They know DRM will never work, so they eliminated it permanently. Their Good Old Games service is still excellent in lieu of the DRM being completely eliminated -- Any other option is unacceptable to me. Yes, The Witcher 2 was pirated a ton, but if DRM were involved, it would have been pirated even more. Either that, or people would have ignored the game completely, the same way I do when any kind of DRM is involved.
Nice realistic inspection of what DRM can provide when it's not simply a roadblock in the way of customers!

I'm surprised that you didn't mention Battle.Net, since its creation is essentially a value-contributing service serving the purpose of DRM. Blizzard's games are designed to be played with other people, and BNet is the means by which people connect. Though they usually give players options to go solo, newer Blizzard games removed the offline aspects and now require constant internet connections. I would personally never use

As for Steam, I remember being vehemently against its requirement when Half Life 2 launched, but I quickly learned that it offered far more than it took away. The system in its current form is likely one of the powerful social tools in gaming, and it's also the least restrictive form of DRM around. There are still a large group of people who think you can't access installed Steam games when booting the computer in an internet-less environment, but I've never had that issue except for a few times when the overlay was bugged and the latest client fixed the issues.

I'd much rather see companies turn to offering more for their products instead of stripping away accessibility and value. They would be getting a lot more of my money if they did.
"While it may have positive or negative effects on the legitimate games, DRM is an essential tool to prevent people to take advantage of a game."

This is a very important part about DRM that people don't want to believe. DRM is a necessary tool to keep the more casual users from freely sharing a game. Yes, all DRM can be cracked, but releasing a DRM-free game is asking for abuse.
Fapping for being a great blog.

DRM is a necessary evil in the internet-centric age we live in. However, yes, these publishers should know better than to punish customers.
DRM is also primarily a legal tool. In the event that a large scale pirate is actually caught, in order to prosecute them under U.S. law, they have to be breaking the DMCA which means that DRM must be in use on the product. Part of the offense would be breaking or bypassing digital rights management tools.

Having DRM at least gives the developer/publisher some legal options if they choose to use them. Publishers would be rather stupid not to at least include this legal option and retain this option.
@Elsa: Ah Thanks! you learn something new everyday

@Arttemis: Forgive me but, I never really tried out a Blizzard game, so I would have no knowledge/experience with Battle.net

@kidplus and Seph: Thanks for the positive feedback!
Holy shit, Gabe looks pretty good with that beard.
@Mr Andy Dixon: AM I KAWAII ~UGUU~
I have to disagree with Steam as a "good" form of DRM. I can't figure out what you meant by the Steam overlay having DRM in it somewhere as it seemed to be just full of program features. I get too ranty about Steam as a service but I assure you, it has been hell for me to play less than 10 games with the service. If I do not have to use the service I don't. It should never be required for physical copies yet it is.

If you want to stop pirates, make the game impossible to play if it has been copied illegally. If I recall properly, a recent game contained files for a pink scorpion monster that was invincible and super powerful which only activated if the game was pirated. When activated the player would find the creature a massive nuisance making the game unplayable, although I would imagine SOME dude out there gets his jollies off by beating said game while avoiding the creature. Y'know, extra challenge and whatnot. Dark souls was leaked and all leaked copies had enemies who were insanely powerful. This is the stuff that is creative and doesn't stop us who pay for the game from playing it. These aren't whole solutions to the problem but they certainly help. You don't win wars with one battle although the war can be turned by one battle.

I know DRM is necessary but it doesn't have to be such a large problem if we get creative and stop harassing the paying customers.
@glitch: I might add the Serious Sam DRM details in the revision of this article

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