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Op Ed

All Aspect Warfare developer blog #14 - The DRM Minefield.
The key to DRM for developers/publishers is that the longer it takes for hackers to break the game, the more chances you have of actually making some additional money on the game. There is no such thing as a casual pirate anymore. At least not since everyone discovered the Internet and Google. So DRM implementation is not about preventing uncle Tom from making a copy of your game for your cousin Harry. Tom doesn’t need to crack your game in order to make that copy for Harry when he can just go online and get it from someone who already has done the job for him. Heck, Harry can probably do it all by himself. Casual piracy is no farther than a trip to a search engine.

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2. Re: Op Ed Jul 14, 2009, 10:42 eunichron
It just seems like most forms of DRM are more restrictive on the purchasers of games now than the pirates. Limited number of installs, requiring internet connections for single player, things like that.

I'm not against DRM. As a fan of the music and video games industry for >15 years now, I consider game designers artists, and I think they have a right to protect their IP; it is their livelihood after all.

But, pirates will pirate games. There's nothing stopping them. That's what they do. DRM is just a small bump in the road. Big name AAA titles will still be cracked on day 1 (most often before release). Most games are cracked within the first week.

All these situations just lead me to believe that DRM will become more and more intrusive down the road, further punishing those people that do pay for games, while the pirates happily play their single player DRM free.

A side note, I always thought Steam would be a decent form of DRM. A streamlined delivery system that's required to play. But I also figured that games would cost less on Steam, and I think that is one of the major negatives of Steam since it's inception. Since the cost of games tends to be a recurring theme as to why some people pirate, it makes me wonder how much piracy may be curbed if systems like Steam were charging $35 for a brand new game, instead of the same $50 shelf price that includes a box, DVD, and manual.
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