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Stardock, and CEO Brad
Wardell, have become something of celebrities in PC gaming
circles recently for their fight to try to get the larger
gaming industry to treat gamers as customers (rather than
all evil, theiving "pirates") and pushing for a "Gamers'
Bill of Rights." Most recently, in Stardock's
Customer Report, they've tried to "clarify" their
position based on feedback from the other side of the
industry - the designers and publishers. There's obviously a
lot of give-and-take and wheat to separate from the chaff,
and they're getting closer, but they're definitely not there
yet.
According to Mr. Wardell, of
course, they might never be "there." He states quite
clearly:
There is no solution to the issue of protecting
intellectual property (IP) that will satisfy all
parties.
Part of the problem,
obviously, is that some parties don't want to be satisfied.
Some of these are game companies that simply make crappy
games, but use the excuse of "piracy" to explain to the
shareholders (who probably don't play the games either) why
their crappy game either (a) didn't sell or (b) are already
sitting in the bargain bin or at stores like Half-Price
Books and now "retail" for, say, $5 apiece. Some of these
are game companies that have pretty much abandoned the PC
market anyways, and in slowly making their way out the door
are putting out far-inferior ports of their console titles
while thumbing their nose at the consumer. Some are simply
crazy people on either side - either the "information wants
to be free" types, who view any and all restrictions on
anything as Bad, or the "we must control everything" types
from the DRM purveyors (Macrovision, SecuROM, Starforce,
etc) who think that "IP" is something they hold on to like
Smeagol clutching the One Ring while whimpering "my
precious" over and over again.
Wardell attempts to separate
out the various complaints he sees gamers making about DRM
into areas of "legitimate" and "illegitimate." I'll give him
credit for trying, but he needs to take a step back, read
some of these aloud, and realize what he sounds like. I'll
be fair and take each in turn. Remember, Wardell is NOT a
bad guy - on the contrary, I think he's one of the best guys
in the industry, and he's definitely trying to find
that "fine line" where the game can be protected, where the
people who really enjoy the game will pay and the studio
will make a good return on their time and money invested,
and they can go on to make MORE games that people will
want to buy.
Borderline:
Requiring the user to have an Internet connection to
install a game.
Legitimate complaint: Activation-based DRM means
that if the publisher goes out of business or simply
stops supporting their content that the customer can no
longer use their legally purchased item.
I simply can't see this one
as a "borderline" complaint. Seriously... this is one
screwed-up idea, either way he phrases it, and I find it
interesting that he phrases it both ways and claims one
phrasing is "legitimate" while the other is "borderline." If
you're required to have an internet connection to go
online... where is the software connecting? Quite obviously
it's connecting to some form of an activation server, which
will die when the company dies (or simply decides that the
game's not making enough money to justify keeping the server
online any more). If you're talking about an online game,
like an MMORPG, this might be "borderline" in the sense that
the game will have to be updated to get online and play it
anyways. For a single-player game (or a game with both a
single-player and multiplayer component), requiring any form
of "install activation" means that you put one more hurdle
in the way of legitimate customers getting the game
installed once the activation server is gone, or if they're
one of the potential customers (more prevalent than the
industry likes to admit) who lack an always-on internet
connection.
Mr. Wardell, please think
again on this point.
Legitimate complaint:
If a program wants to have a limited activation system,
then it needs to provide a way to de-authorize other
computers (ala iTunes).
Legitimate complaint: Having an arbitrarily low
limit on personal activations makes the program feel
like it’s being rented.
Illegitimate complaint: Keeps people from
installing the program on as many PCs as they own. I own
an office full of PCs. I don’t think Microsoft would be
happy if I installed Office on all of them.
Two of these he pegs as
legitimate; one illegitimate. Again, these are very
connected complaints. A limited activation system goes back
to the point above (activation-based DRM) wherein, should
the publisher die or decide to kill the server, the game
becomes unusable. This also hits on the whole "like a
rental" thing; nobody likes buying something knowing
that it's going to self-destruct - that's why Circuit City's
"Divx" platform failed, that's why the "goes opaque in 48
hours after you open the sealed envelope" DVD systems have
failed. And if you're looking at a multiplayer setting,
these don't really matter. Most of the MMORPG games out
there don't really care how many times the client is
installed - you pay for the expansion sets on your
account, the fact that you've paid is stored on their
servers, and it doesn't matter if you log on to a friend's
PC who hasn't also bought the latest expansion - he has the
content you need to see, and your own account will
still see it all, because at any time someone with that
expansion content (unique items, world map, etc) might run
by and interact with him and his client has to be the same
as theirs in order for the two to interact correctly.
In a single-player game, the
question is more troublesome. "Activations" work only so
long as the company is solvent and keeps their server
running. De-authorization only works if the game is removed
due to the decision not to play it any more; the more
restrictive operating systems get, the worse this is. Video
card failure can be enough to get Windows XP to freak out
thinking it's been put in a "new computer" and locking up
when the replacement is installed, if anything else (an
extra hard drive for more space, a new network card, more
RAM?) has been changed recently. Hard drive failure itself
is not uncommon, and once you lose a hard drive or your OS,
"de-authorizing" from a now-nonexistent install ceases to be
possible.
No "activation"-based
software as of yet has offered up a "Nuke all existing
authorizations server-side and re-authorize as needed"
button for their activation system... but if you're going to
have "authorization", it ought to be a standard feature.
The idea of someone running
around, installing the software on multiple machines, is
tricky. One CD, traveling around a home, can't do a ton of
damage (assuming, I hope realistically, no more than 3 PC's
capable of running a modern game in a household... more for
older titles requiring less hardware, of course). One CD,
traveling around a business, can do far worse damage, but is
also likely to get caught by the normal "catch" procedures
(like BSA audits). One CD, traveling around a LAN party, can
indeed be tricky. One ISO image, traveling around the world
at the speed of a .torrent file... well, that was just
rough. Stardock themselves have said, "The
focus should be making sure it's more convenient to buy your
product than to steal it." I think they've got that idea
right, and I agree that it's tricky to argue the point of
"ease of use" when the CD image is freely available online -
but again, Stardock have come up with the better option
(making the "basic" game unimpeded, but updates and free
expansions require a simple server check). That's not so
different than the old Shareware concept, in which the demo,
or even the entire first episode of a multi-episode game,
encouraged large numbers of people to buy the whole thing.
If you have an activation
server setup, you go back to the point we had earlier about
installing requiring an internet connection, and what
happens when the company dies or drops their server. If you
"promise" to release a patch that allows the game to install
when your server goes away... we are counting on (a) your
honesty to do so and (b) your ability to somehow provide a
download server (or persistent availability of the patch,
somewhere) after your company/activation server's demise.
While I trust Brad Wardell to honestly mean to deliver these
things... I don't know that I honestly can trust most of
the industry, nor can I trust whatever company might pick up
a bankrupt company's assets to honor these prior commitments.
I'm afraid, as a gamer who
will pick up older games to play and who has games I love to
go BACK and play, years after their release... I must insist
on this point. If you want to require an authorization for
"free expansions" and updates or for online play hosted on
your servers, fine. But the original disc I bought, the
original installer, should not require me to "activate" it
to play the original single-player game.
Illegitimate complaint:
Keeps people from easily having LAN parties with their
game. We allow this but demonizing publishers who frown
on this seems unreasonable.
Ironically, one of the
largest complaints with the original Halo (on the first
Xbox) was that there was no internet play option - it was
LAN-party only, until people figured out software solutions
to get around it and created a series of virtual LAN parties
around the internet. The difference is again what level of
control the developer/publisher is trying to exercise.
If you have an MMORPG, a
"LAN Party" necessarily has to connect to game servers. And
that's fine: everyone who gets on will have an account, and
will have paid for access. The worst you're going to do is
have a lousy connection speed as you saturate your LAN's
outgoing pipes back to the MMO server. If you're playing a
multiplayer game on the LAN, and everyone's bought a copy,
why worry? They've all purchased the game. It's easy enough
to code the game with a serial-number check and have it quit
if it sees another client on the LAN with the same serial
code. (Yes, the pirates will get around this. So what? The
"pirates" will always find a way around any scheme you can
come up with.) There is no functional reason to require
every single person to be somehow authenticating outside
their LAN, although the data requirements are probably
(relatively) minimal as long as it's only happening when the
game loads.
The problem comes when you
have a LAN with no wider internet access, and the game
requires a connection back to the server merely to do
"online play" between a set of computers that don't have it.
Look above and you'll notice a remarkably similar
discussion. What's the difference between "you can't play
this because the activation server has been taken offline"
and "you can't play this because you are offline"?
Functionally speaking, there isn't any, and customers
shouldn't be penalized - unable to use the functions of the
game that ought to be reasonably available - merely because
instead of connecting to someone over internet pipes,
they're using a local DHCP router or crossover cable to talk
to each other.
Illegitimate complaint:
Requires people to get updates through a specific source
(Steam, Impulse, publisher secure website, etc.). This
is one of our biggest pet peeves. If a game ships and
there’s some bug found that materially affects gameplay,
then sure, put out a patch wherever. However, we’ve had
users complain loudly that Sins of a Solar Empire v1.1
(essentially a free expansion pack) requires Impulse to
download. Publishers have every right to make sure the
people downloading updates are legitimate customers.
I'm conflicted on this one.
On the one hand, Stardock have quite adequately (at least to
my taste) explained their business model. They've
deliberately gone to the bare minimum of DRM/"activation" on
their retail product, and the only checks they do are on the
various content updates to the game. I really don't want to
begrudge them this model, as it certainly beats the heck out
of the "infest it with a virus" DRM model that companies
like EA go with.
On the other hand, we reach
the point of once again analyzing: what happens if/when you
are gone? Counting on the goodwill of a "last, major
downloadable patch that updates the game to its final
version" that could very well fill a DVD on its own isn't
something that customers probably want to go through.
Someone who picks up a retail copy years from now, whether
through a discount bin or from someone else passing it on,
may very well be out of luck? Gamer's Bill of Rights #10
says, "Gamers shall have the right to sell or transfer
the ownership of a physical copy of a game they own to
another person." The idea of all the updates going
"mysteriously missing" seems at odds with the idea of being
able to pass the game on - after all, you can give them the
original disc, but you can't pass on the other content and
if the download server isn't around any more, it's simply
gone inaccessibly into the ether.
Again, I see your point.
Part of your business model, much like the Shareware model,
hinges on a certain amount of "piracy" in which people get
the single-player game, like it, want more of it, and
get a legitimate copy in order to have access to the
expansions. I have no grudge against this - but I also see
no "illegitimacy", given the very real fear of companies not
sticking around in the marketplace, in worrying that I won't
be able to archive these various patches and expansions for
the future in case I want to replay the game at a time when
whatever company issued the game in question no longer
exists.
Illegitimate complaint:
DRM is just wrong in principle, you buy something, you
own it and should be able to do whatever you want. This
is a view held by some but the person who makes the
thing has the right to distribute it how they want. If I
spend $5 million making a game, someone paying $50
doesn’t “own” it. There has to be some middle ground on
serving customers and protecting IP holders.
Much of this line of
complaint comes from people who have a long history of
fighting against oppressive DRM - and we're not talking just
about gamers, here. Consider that the right of technological
users to simply make a backup of something they've
purchased, knowing how fragile many forms of media are, has
been under assault for decades. LP's and Audio cassette
tapes didn't have DRM; neither did Laserdisc players. VHS
players had circuits that would screw with the picture
brightness once Macrovision (a hated company today) figured
out how to do it, and that was the beginning. Let's face it;
VHS tapes are fragile. Even the ones sold at retail degrade
during storage and with every viewing. They're vulnerable to
tape getting caught in a malfunctioning machine, to simple
breaks/tears, to being dropped or stepped on, and of course
to the occasional attack from small children or pets. With
an LP, you could "backup" to audiotape (or, these days, to
MP3 if you feed the output into your computer). Audiotapes,
likewise, and the same with Laserdisc. VHS, people worked on
working around it - but the inability to simply make a copy
of Snow White and put THAT in the VCR, putting the
original in a safe place and keeping it out of the hands (or
mouths) of children and dogs, was most consumers' first
experience with the oppressive nature of DRM chipping away
at their rights.
If you're requiring a CD key
to install the game, and you're not requiring the CD to be
in the drive as some sort of godforsaken power-hungry
dongle, then why do you necessarily care whether or not it's
a genuine CD or a copy? CD's break, melt, warp. They get
left in the sun in a hot car, or sat on. They wear out and
get scratched. Truthfully, they're not all that much more
reliable than floppy media or VHS tape. More importantly, if
the customer has bought a legitimate copy of the game and
has a legitimate CD key, then they're a legitimate customer,
right?
The "I can do whatever I
want" complaint, I will agree, is illegitimate. But so is
the "the customer should have no rights at all" theory put
forth by the late, evil Jack Valenti and his assorted
cronies spread throughout various DRM companies; the
customer does have a legitimate right to take reasonable
measures in preserving the value of their purchase. I'll
agree with you only on the final point you make: there does
need to be some "middle ground" where a customer has
recourse should their original media be damaged.
Now to address something
that's weighed heavily on my mind regarding the "interim"
changes to Gamers' Bill of Rights.
This was the original #10 on
the list:
10) Gamers shall have the
right that games which are installed to the hard drive
shall not require a CD/DVD to remain in the drive to
play.
On your new list? It's not
there. One of the biggest, stupidest, most nonsensical
crazes ever since the advent of DRM - the use of the
original install media as a freaking 5 1/4" dongle - is
mysteriously gone from your list. Instead, what's there?
5. Gamers shall have the
right to have their games perform adequately if their
hardware meets the posted recommended requirements.
8. Gamers whose computers meet the posted minimum
requirements shall have the right to use their games
without being materially inconvenienced due to copy
protection or digital rights management.
Two nearly identical items
both covering "meet the posted minimum recommended
requirements"- and why did you change this wording? I really
would love to know why the serious, straightforward request
that the install media not have to be worn down and damaged
by use as a dongle has mysteriously gone missing. The CD
drive as a dongle is one of the biggest jokes in the
industry. The first thing anyone does when getting a new
game installed is look for the no-CD patch online; those who
might play games on a laptop are doubly inconvenienced,
being forced to choose between having a secondary battery
(for more play time) and a 5 1/4" dongle bay just to play
the game.
Please, gamers and
developers alike, think on these points.
Got
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