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	<title>Comments on: Games and DRM: Introversion&#8217;s Thoughts</title>
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		<title>By: fewrere</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-504436</link>
		<dc:creator>fewrere</dc:creator>
		<pubDate>Mon, 06 Sep 2010 03:28:56 +0000</pubDate>
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		<description>olex’names and serial numbers are authentic &lt;a href=&quot;http://www.usa-watch.com/rolex-watches.html&quot; rel=&quot;nofollow&quot;&gt;replica rolex&lt;/a&gt;  Except that They also offer one year warranty Our sales will begin tomorrow and will run through the month of August so everybody can enjoy a classic timepiece that he or she deserves &lt;a href=&quot;http://www.usa-watch.com&quot; rel=&quot;nofollow&quot;&gt;fake watches&lt;/a&gt;  GK Scott has already offered significant savings on pre-owned Rolexes globally As an online independent retailer GK Scott has chosen not to become an Authorized Rolex Dealer so that they are not restricted by corporate pricing guidelines They  &lt;a href=&quot;http://www.usa-watch.com&quot; rel=&quot;nofollow&quot;&gt;replica watches&lt;/a&gt;  &lt;a href=&quot;http://www.usa-watch.com/jaeger_lecoultre-watches.html&quot; rel=&quot;nofollow&quot;&gt;jaeger lecoultre&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>olex’names and serial numbers are authentic <a href="http://www.usa-watch.com/rolex-watches.html" rel="nofollow">replica rolex</a>  Except that They also offer one year warranty Our sales will begin tomorrow and will run through the month of August so everybody can enjoy a classic timepiece that he or she deserves <a href="http://www.usa-watch.com" rel="nofollow">fake watches</a>  GK Scott has already offered significant savings on pre-owned Rolexes globally As an online independent retailer GK Scott has chosen not to become an Authorized Rolex Dealer so that they are not restricted by corporate pricing guidelines They  <a href="http://www.usa-watch.com" rel="nofollow">replica watches</a>  <a href="http://www.usa-watch.com/jaeger_lecoultre-watches.html" rel="nofollow">jaeger lecoultre</a>
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		<title>By: Chis</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-12295</link>
		<dc:creator>Chis</dc:creator>
		<pubDate>Sun, 09 Dec 2007 15:24:24 +0000</pubDate>
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		<description>It still irks me the way Chris (might be) misusing the word &quot;piracy&quot;.  Unless he is referring to illegally SOLD copies of his games?</description>
		<content:encoded><![CDATA[<p>It still irks me the way Chris (might be) misusing the word &#8220;piracy&#8221;.  Unless he is referring to illegally SOLD copies of his games?
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		<title>By: Darkmoon Interactive Studios</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-11552</link>
		<dc:creator>Darkmoon Interactive Studios</dc:creator>
		<pubDate>Wed, 05 Dec 2007 03:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=630#comment-11552</guid>
		<description>I think Chris makes some very good points, in the end if your product is any good its going to end up cracked, it&#039;s inevitable. 
The problem with tougher and tougher DRM systems is the the challenge of cracking a piece of software is partly why the c racks get made in the first place.

As an independent game developer I&#039;ve spoken to crackers about why they crack software X over software Y and there are usually 2 main factors - 1) Demand, if a lot of people want to use it then groups are more likely to try and crack it. 2) Challenge, if the DRM is complex and hard/difficult to break then whoever cracks it first gains prestige in the cracking community for breaking/reversing it first.

Developers need to see downloading for what it is, its a way of advertising your game essentially without cost to you. If your game has been cracked its a good indicator that your game has a fair bit of interest.

It is undoubted that id (to give one example) has made a very nice amount of money off Quake III down the years, yet the copy protection system was laughable, one of the simplest keycheck algos I&#039;ve ever seen. Did the fact that Q3A was widely pirated hurt id? I&#039;d say quite the opposite, it cemented it as THE pure deathmatch shooter for many people (and infact it remains one of, if not the best pure deathmatch shooter ever made).

Another example. M$ Windows. If Windows wasn&#039;t so heavily pirated, M$ would never have reached the market dominance they currently enjoy. Its reached the stage where the only OS choice many people will make with their pc is which Windows flavour to get.

The same goes for Half-Life and many other games.

Often the first opportunity someone has to play a game is with mates at a small private LAN party. certainly LANs and pirate copys of games opened me up to the Quake series, Halflife, elderscrolls and uplink to name but a few. More importantly I would never have bought ANY of those games if I hadn&#039;t played the pirated versions.

To cut a long rant short :P So long as the internet remains such a convenient content distribution system there will always be crackers, reversers and warez monkeys out there to pirate our software, the sooner the rest of the industry starts to see things the same way as Introversion the better.</description>
		<content:encoded><![CDATA[<p>I think Chris makes some very good points, in the end if your product is any good its going to end up cracked, it&#8217;s inevitable.<br />
The problem with tougher and tougher DRM systems is the the challenge of cracking a piece of software is partly why the c racks get made in the first place.</p>
<p>As an independent game developer I&#8217;ve spoken to crackers about why they crack software X over software Y and there are usually 2 main factors &#8211; 1) Demand, if a lot of people want to use it then groups are more likely to try and crack it. 2) Challenge, if the DRM is complex and hard/difficult to break then whoever cracks it first gains prestige in the cracking community for breaking/reversing it first.</p>
<p>Developers need to see downloading for what it is, its a way of advertising your game essentially without cost to you. If your game has been cracked its a good indicator that your game has a fair bit of interest.</p>
<p>It is undoubted that id (to give one example) has made a very nice amount of money off Quake III down the years, yet the copy protection system was laughable, one of the simplest keycheck algos I&#8217;ve ever seen. Did the fact that Q3A was widely pirated hurt id? I&#8217;d say quite the opposite, it cemented it as THE pure deathmatch shooter for many people (and infact it remains one of, if not the best pure deathmatch shooter ever made).</p>
<p>Another example. M$ Windows. If Windows wasn&#8217;t so heavily pirated, M$ would never have reached the market dominance they currently enjoy. Its reached the stage where the only OS choice many people will make with their pc is which Windows flavour to get.</p>
<p>The same goes for Half-Life and many other games.</p>
<p>Often the first opportunity someone has to play a game is with mates at a small private LAN party. certainly LANs and pirate copys of games opened me up to the Quake series, Halflife, elderscrolls and uplink to name but a few. More importantly I would never have bought ANY of those games if I hadn&#8217;t played the pirated versions.</p>
<p>To cut a long rant short :P So long as the internet remains such a convenient content distribution system there will always be crackers, reversers and warez monkeys out there to pirate our software, the sooner the rest of the industry starts to see things the same way as Introversion the better.
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		<title>By: po</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9790</link>
		<dc:creator>po</dc:creator>
		<pubDate>Sat, 24 Nov 2007 08:15:31 +0000</pubDate>
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		<description>Single player being the easy one to crack, maybe it&#039;s time more games had coop as the default mode, with single player as a poor alternative lacking some of the better content.

Many FPS games already have pitifully short SP campaigns and rely on the MP side.  There&#039;s more to MP than just competition.</description>
		<content:encoded><![CDATA[<p>Single player being the easy one to crack, maybe it&#8217;s time more games had coop as the default mode, with single player as a poor alternative lacking some of the better content.</p>
<p>Many FPS games already have pitifully short SP campaigns and rely on the MP side.  There&#8217;s more to MP than just competition.
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		<title>By: malkav11</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9789</link>
		<dc:creator>malkav11</dc:creator>
		<pubDate>Sat, 24 Nov 2007 07:58:36 +0000</pubDate>
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		<description>Galactic Civilizations II is largely singleplayer (maybe entirely, I don&#039;t own it so I&#039;m not sure.). There&#039;s no DRM on that. But their update model provides exactly the same sort of incentive to buy it rather than pirate it.</description>
		<content:encoded><![CDATA[<p>Galactic Civilizations II is largely singleplayer (maybe entirely, I don&#8217;t own it so I&#8217;m not sure.). There&#8217;s no DRM on that. But their update model provides exactly the same sort of incentive to buy it rather than pirate it.
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		<title>By: Mario Granger</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9780</link>
		<dc:creator>Mario Granger</dc:creator>
		<pubDate>Sat, 24 Nov 2007 04:51:48 +0000</pubDate>
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		<description>bobince: I can understand your point. The main thrust of my comment wasn&#039;t that publishers should go with more aggressive DRM systems, but that Chris Delay&#039;s argument for a centrally based system is completely useless in a single player game.

I&#039;m all for taking a step back and re-evaluating the entire situation, as the system in place simply isn&#039;t cutting it. But from a technological point of view, what other option is there for developers?</description>
		<content:encoded><![CDATA[<p>bobince: I can understand your point. The main thrust of my comment wasn&#8217;t that publishers should go with more aggressive DRM systems, but that Chris Delay&#8217;s argument for a centrally based system is completely useless in a single player game.</p>
<p>I&#8217;m all for taking a step back and re-evaluating the entire situation, as the system in place simply isn&#8217;t cutting it. But from a technological point of view, what other option is there for developers?
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		<title>By: bobince</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9767</link>
		<dc:creator>bobince</dc:creator>
		<pubDate>Sat, 24 Nov 2007 02:40:11 +0000</pubDate>
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		<description>&lt;blockquote&gt;a quick search on The Pirate Bay shows that crackers have figured out a way to get Valve’s single player games to *think* they have authenticated [...] So what choice do single player game developers have but to be more aggressive in their DRM systems?&lt;/blockquote&gt;

Huh? It&#039;s not working, so we have to do more of it?

Since day one (ie. the 8-bit era), copy protection has comprehensively failed. It has only ever inconvenienced the customer, whilst failing to stop mass bootlegging. I&#039;ve seen lightly-protected products pirated, I&#039;ve seen heavily-protected products pirated, I&#039;ve seen my own products pirated. The only products that get away are the ones &lt;em&gt;no-one&#039;s interested in&lt;/em&gt;, that aren&#039;t even worth the time to copy.

It&#039;s a good opportunity to step back—like Chris in this article, and Stardock, for example—and find alternative ways forward. Because the answer to failing copy protection is not more copy protection.</description>
		<content:encoded><![CDATA[<blockquote><p>a quick search on The Pirate Bay shows that crackers have figured out a way to get Valve’s single player games to *think* they have authenticated [...] So what choice do single player game developers have but to be more aggressive in their DRM systems?</p></blockquote>
<p>Huh? It&#8217;s not working, so we have to do more of it?</p>
<p>Since day one (ie. the 8-bit era), copy protection has comprehensively failed. It has only ever inconvenienced the customer, whilst failing to stop mass bootlegging. I&#8217;ve seen lightly-protected products pirated, I&#8217;ve seen heavily-protected products pirated, I&#8217;ve seen my own products pirated. The only products that get away are the ones <em>no-one&#8217;s interested in</em>, that aren&#8217;t even worth the time to copy.</p>
<p>It&#8217;s a good opportunity to step back—like Chris in this article, and Stardock, for example—and find alternative ways forward. Because the answer to failing copy protection is not more copy protection.
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		<title>By: WCAYPAHWAT</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9764</link>
		<dc:creator>WCAYPAHWAT</dc:creator>
		<pubDate>Sat, 24 Nov 2007 01:55:40 +0000</pubDate>
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		<description>I&#039;d steal a purse, or a car, if the mood took me. Lots of other people would/do as well.

I&#039;m not sure how that ad is meant to work. And god, the music for it is annoying!</description>
		<content:encoded><![CDATA[<p>I&#8217;d steal a purse, or a car, if the mood took me. Lots of other people would/do as well.</p>
<p>I&#8217;m not sure how that ad is meant to work. And god, the music for it is annoying!
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		<title>By: Mario Granger</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9749</link>
		<dc:creator>Mario Granger</dc:creator>
		<pubDate>Fri, 23 Nov 2007 22:35:28 +0000</pubDate>
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		<description>But it just goes to show you how dire a situation game developers are in, for as well reasoned and thoughtful as Delay&#039;s argument is, it still misses an important point:

So game developers should come up with a central form of DRM that makes purchasing the legitimate copy more desirable. But what about a single player game like BioShock that doesn&#039;t have this option? 

And digital distribution is not an answer to that problem, as a quick search on The Pirate Bay shows that crackers have figured out a way to get Valve&#039;s single player games to *think* they have authenticated at a Steam server, allowing for unencumbered, illegal play.

So what choice do single player game developers have but to be more aggressive in their DRM systems?</description>
		<content:encoded><![CDATA[<p>But it just goes to show you how dire a situation game developers are in, for as well reasoned and thoughtful as Delay&#8217;s argument is, it still misses an important point:</p>
<p>So game developers should come up with a central form of DRM that makes purchasing the legitimate copy more desirable. But what about a single player game like BioShock that doesn&#8217;t have this option? </p>
<p>And digital distribution is not an answer to that problem, as a quick search on The Pirate Bay shows that crackers have figured out a way to get Valve&#8217;s single player games to *think* they have authenticated at a Steam server, allowing for unencumbered, illegal play.</p>
<p>So what choice do single player game developers have but to be more aggressive in their DRM systems?
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		<title>By: Muzman</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9737</link>
		<dc:creator>Muzman</dc:creator>
		<pubDate>Fri, 23 Nov 2007 20:17:34 +0000</pubDate>
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		<description>&lt;blockquote cite=&quot;Mo says&quot;&gt;  
You tape something off the radio. A single that the artists wanted to give away. You give it to your friends, family. One song to a dozen or so people. The internet is a different beast. A *full* album is released day-of or before the album hits retail, and is downloaded by thousands of people.&lt;/blockquote&gt;
Singles weren&#039;t for giving away.  Singles were the lifeblood of the industry until Napster scared them to death.  Single after single of Britanny Spears et al bought by 12 yr old girls (and then the remixes, the compilations, the album) was the economic backbone of the recording industry.  They pretended the economic machinations of radio royalties didn&#039;t exist for generations, happy to let people believe music could be free in the air.  When the internet came along and people treated downloading songs like radio, suddenly they wanted us all to know about rights and royalties and how it was stealing yadda yadda, to generations for whom buying a recording was merely a way to conveniently possess air.  People didn&#039;t become criminals, the behind the scenes legal and economic structures that the made the recording industry rich became irrelevant and individual consumers were demanded to be morally aware of structures that had only mattered to organisations previously (and the organisations liked it that way).  But too late, pandora&#039;s music box is open.  Creativity won&#039;t die, neither will music (I don&#039;t really see any shortage of the stuff) and someone will surely find some way to make money out of all of this.  (me, I reckon the old radio station system was pretty sensible, only now we&#039;ll have ISPs paying royalties and handling distribution.  This could work for games as well.)</description>
		<content:encoded><![CDATA[<blockquote cite="Mo says"><p>
You tape something off the radio. A single that the artists wanted to give away. You give it to your friends, family. One song to a dozen or so people. The internet is a different beast. A *full* album is released day-of or before the album hits retail, and is downloaded by thousands of people.</p></blockquote>
<p>Singles weren&#8217;t for giving away.  Singles were the lifeblood of the industry until Napster scared them to death.  Single after single of Britanny Spears et al bought by 12 yr old girls (and then the remixes, the compilations, the album) was the economic backbone of the recording industry.  They pretended the economic machinations of radio royalties didn&#8217;t exist for generations, happy to let people believe music could be free in the air.  When the internet came along and people treated downloading songs like radio, suddenly they wanted us all to know about rights and royalties and how it was stealing yadda yadda, to generations for whom buying a recording was merely a way to conveniently possess air.  People didn&#8217;t become criminals, the behind the scenes legal and economic structures that the made the recording industry rich became irrelevant and individual consumers were demanded to be morally aware of structures that had only mattered to organisations previously (and the organisations liked it that way).  But too late, pandora&#8217;s music box is open.  Creativity won&#8217;t die, neither will music (I don&#8217;t really see any shortage of the stuff) and someone will surely find some way to make money out of all of this.  (me, I reckon the old radio station system was pretty sensible, only now we&#8217;ll have ISPs paying royalties and handling distribution.  This could work for games as well.)
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		<title>By: JakethePirate</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9727</link>
		<dc:creator>JakethePirate</dc:creator>
		<pubDate>Fri, 23 Nov 2007 18:30:11 +0000</pubDate>
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		<description>Yet another reason to like/love/worship Chris Delay.

Why punish your customers when you can reward them?

Anybody who does get tired of pictures of &lt;i&gt;Darwinia&lt;/i&gt; has no soul. Sometimes I open that game just to look at it.</description>
		<content:encoded><![CDATA[<p>Yet another reason to like/love/worship Chris Delay.</p>
<p>Why punish your customers when you can reward them?</p>
<p>Anybody who does get tired of pictures of <i>Darwinia</i> has no soul. Sometimes I open that game just to look at it.
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		<title>By: Elyscape</title>
		<link>http://www.rockpapershotgun.com/2007/11/23/games-and-drm-introversions-thoughts/#comment-9720</link>
		<dc:creator>Elyscape</dc:creator>
		<pubDate>Fri, 23 Nov 2007 18:08:14 +0000</pubDate>
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		<description>Time for a little personal story. I had no intention of buying Half-Life 2 when it first came out. The gravity gun seemed interesting, though, so I downloaded it. The game I played was so amazing that I ended up buying it.
Now, I&#039;m not trying to justify myself or anything. Plenty of times I download a game and never buy it (most recent example: Call of Duty 4). However, when I play a game that I enjoy, I do try to purchase it legally, especially if there&#039;s some compelling reason to play it again.</description>
		<content:encoded><![CDATA[<p>Time for a little personal story. I had no intention of buying Half-Life 2 when it first came out. The gravity gun seemed interesting, though, so I downloaded it. The game I played was so amazing that I ended up buying it.<br />
Now, I&#8217;m not trying to justify myself or anything. Plenty of times I download a game and never buy it (most recent example: Call of Duty 4). However, when I play a game that I enjoy, I do try to purchase it legally, especially if there&#8217;s some compelling reason to play it again.
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