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#1
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this topics quickly devolved into the other one again..
drm exists because of piracy, there's no argument there.. the securom product activation (and other activation style drm) i've had 0 problems with, sure it requires an inet connection but most offer other methods.. as for the reliance on daemon tools etc in 2,5,10 years to run the games, thats quite a blinkered view.. remember when vista arrived and how many games had problems with it? the same will happen in 2,5,10 years when new operating systems are out... and even if daemon doesnt work, you should still have the originals... lets stay on focus, the topic was about gamejackal changing their licensing system, not drm, not activation servers etc.. otherwise we'll go round and round and round in circles again
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bleh DO NOT PM me with questions, leave that in the forums...ESPECIALLY if i dont know you... |
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#2
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I think it's an interesting discussion. TippeX, if you agree, let's split the posts into two threads so that both can continue on-topic.
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Joe Forster/STA For more information, see the FileForums forum rules and the PC Games forum FAQ! Don't contact me via E-mail or PM to ask for help with anything other than patches (or software in general) done by me, otherwise your request may be deleted without any reply! Homepage: http://sta.c64.org, E-mail: [email protected]; for attachments, send compressed (ZIP or RAR) files only, otherwise your E-mail will bounce back! |
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#3
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Well, I really do have my doubts here. Piracy seems to be more the excuse than the reason and given that obnoxious DRM makes warez a better product, it begs the question: are games publishers chronically stupid or is there a hidden agenda?
I'd go for the second, in part due to a cynical nature but also since I find it difficult to believe that any publisher would be prepared to alienate even part of their customer base without good reason (long post follows - please position your pillows now....). Consider the games industry currently - we have a continuous stream of products, all competing for limited marketing and shelf space. Retailers therefore savagely discount anything more than a few months old in order to make room for new releases. This means that even (or especially) AAA titles have only a couple of months to recoup their development costs. At the same time, games are initially released in an increasingly buggy state, meaning that those who buy "early" (before the first one or two patches) are likely to have serious quality issues. On the other hand, gamers who purchase late not only benefit from greatly reduced prices (case in point, I picked up a new copy of TitanQuest - Collector's Edition for £7 = US$12 just 7 months after its release) but also a better gaming experience. Correspondingly, the publisher will see little or no profit from such transactions. The early birds on which the industry relies are getting repeatedly burned. This is clearly unsustainable. Now digital distribution could be the Holy Grail here. No retailer/distributor margins to worry about, no physical production/transportation/storage costs and best of all, no need for the savage discounting to clear shelves of old stock. If publishers can create their own digital distribution network, then they could even control pricing to a large degree, limiting discounts and maximising profits. The problem though, is getting the gaming public to embrace digital distribution and, for each publisher, getting their electronic store installed on as many PCs as possible. The more installs, the better their exposure and future sales - but also the better their negotiating position in terms of acquiring exclusives on new products ("Hey developers! We've got 60 million installs of EnemaApocalypse ready to market your goodies! Our royalties may be a little less than those of HotMoistAir, but we've got three times their marketshare - sign with us!"). Building an installed software base is normally a long, hard slog. But product activation can provide a short cut. The game plan runs as follows:
Now this scenario may seem a little far-fetched for some - but it's the only one I can see where online DRM actually provides a benefit for the publishers pushing it, to compensate for the lost sales. And some electronic store systems already seem close to completing the above steps - anyone think they would drop their Steam account if Valve added a maintenance charge? |
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