Op Ed

Games On Net -- How Cloud Gaming Turned Piracy Into Espionage.
But cloud games aren’t fully held by you, the gamer. The gamer only gets enough code to display the game on their computer. Critical data is stored on the server and streamed during play.

This is more than DRM because the gamer gets substantial benefits from the online connection. Two of the biggest are easy access to multiplayer games and increased protection from hacks. Neither could be provided without the online requirement—online-only means a large multiplayer population, and protecting the server code makes it difficult to hack.

Converting a cloud game to a single player game through reverse engineering is taking what the publisher hasn’t given you, and changing it to something else—with completely different benefits. It’s not fighting DRM. It’s taking what’s not yours.

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Re: Op Ed
May 11, 2012, 12:58
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Re: Op Ed May 11, 2012, 12:58
May 11, 2012, 12:58
 
Burrito of Peace wrote on May 11, 2012, 12:19:
What if I just stopped buying games? No, I don't mean switching to exclusively pirating them. I mean just stopped being a customer altogether.

I know that I would find a new hobby or devote more time to a preexisting one but I don't think it would do anything positive to change this behavior of "stick it to the customer at all costs".

Perhaps the only real solution is piracy,

Piracy is the only thing keeping developers and publishers somewhat in check. They already treat their customers like dirt so imagine what it would be like if the threat of piracy was taken completely off the table. If the next generation consoles end up going the always-on internet connection/digital distribution/cloud gaming route, it's all over but the crying. Video games companies can't be trusted with that kind of power.
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