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- DRM does nothing but erect barriers against legitimate customers. The pirated version is often superior, having no limited activations, or forced subscriptions. Ironically this encourages more people to become pirates.
This ties in with the intrusiveness of DRM. What is missing in this argument, are the benefits DRM gives to the consumer (indirect they maybe). Thus, the objective is to find a non-intrusive DRM that punishes the pirates, only found amongst always-online DRM.
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A recent highly-publicized PC-specific example of the 'DRM causes piracy' argument is the game Spore, and in some ways this is a unique case that bears closer examination. Much-maligned for its use of SecuROM DRM, some people even went to the trouble of giving Spore a one-star rating on Amazon.com to protest the use of DRM. Similarly, looking at Spore's Metacritic Scores, it got 84% from professional reviewers, but a lowly 45% from users, primarily due to the DRM issue. Despite this customer backlash, the game still sold over 2 million copies in its first three weeks alone, making it one of the best selling PC games of the year. To counter this success, one piracy site released the sensationalist claim that Spore is the most downloaded game ever at 500,000 copies during the same period. I have no doubt that some of those pirated copies were the result of people being scared off by SecuROM, however the entire Spore controversy is more important because it demonstrates the somewhat sinister side of the DRM debate. As I'm about to show you, the anger against SecuROM - and StarForce before it - is in large part propagandistic misinformation-laden scaremongering deliberately fuelled by various vested interests. For the moment, to counter the Spore example, bear in mind that the piracy figures we examined earlier show that the key determinant in how much a game gets pirated is how popular the game is, not whether it has DRM.
DRM is Malware
The fact of the matter is that whether successful in preventing a net loss in sales or not, nobody likes copy protection and DRM - not legitimate purchasers who may experience problems with it, not the pirates who have to work to crack it, and not the developers and publishers who have to pay substantial sums to the companies that own the technology, not to mention having to face the constant negative publicity and tech support requests. EA boss John Riccitiello recently said this about the Spore controversy:
I personally don't like DRM. It interrupts the user experience. We would like to get around that. But there is this problem called piracy out there. We're still working out the kinks. We implemented a form of DRM and it's something that 99.8 percent of users wouldn't notice. But for the other .2 percent, it became an issue and a number of them launched a cabal online to protest against it.
Note that he got the '0.2%' figure from the data provided here which shows that from a large sample of Spore customers, less than 1% of customers ever faced the DRM-enforced installation limit. Regardless of whether it was only 1% or not, ideally no legitimate customer should have to face potentially troublesome installation limits, forced to make phone calls to EA Support to explain activation issues, and generally spend their time dealing with potential problems rather than playing their game. However there's a world of difference between not liking something that's an inconvenience but a practical necessity, and hysterically hating it based on hearsay and misinformation. Many users have problems with their graphics drivers for example, spending hours reinstalling, configuring and troubleshooting them in an effort to play their games with stability and decent performance - but that doesn't mean everyone should start a hate campaign filled with unsubstantiated falsehoods against ATI or Nvidia.