Digital Rights Management is a minefield for game publishers. It seems to be a situation where they are damned if they do and damned if they don't as they balance negative consumer reaction to anti-piracy measures with the risk of having all their products freely distributed.
Codemasters' CEO Rod Cousens believes there's a different way. It's not an unpopular idea to leverage microtransactional content downloads as a revenue stream and to ensure that players are using legitimate copies of the software. But I have to give credit to Cousens for being straight and calling this practice what it is:
The video games industry has to learn to operate in a different way. My answer is for us as publishers is to actually sell unfinished games - and to offer the consumer multiple micro-payments to buy elements of the full experience.
And why not? It worked for Shareware back in the day, except you generally didn't have to buy boxed product. I honestly don't know what idea I like worse, having my full games be hurt by intrusive and sometimes crippling DRM systems or paying money for what could be considered a very extensive demo. As long as they're willing to drop the retail prices to correspond with the reduced quantity of content, I'm on board.
Get more destructoid: We're indie-run, blogging for the love of it, and our site will always be free. Optionally, you can support us and get: (1) Faster pages from our cloud server (3) Wide(r)screen (3) No big ads on Dtoid, Japanator, Tomopop, or Flixist (4) Auto contest entries, and (5) Dibs on betas & downloads. Try it out
Unsavory comments? Please report harassment, spam, and hate speech to our moderators, and flag the user (we will ban users dishing bad karma). Can't see comments? Apps like Avast or browser extensions can cause it. You can fix it by adding *.disqus.com to your whitelists.