And those who missed out on the original DoW2 don't have to buy it - it's a standalone expansion.
Very generous to the players, but perhaps not the best business model. It's far too tempting to just wait until all the expansions are out and buy the last one.
(But seriously, Chaos Rising is definitely a worthwhile purchase!)
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Does one who only owns Chaos Rising have access to all of the races in multiplayer games? I can't remember.
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I have yet to have a problem with DRM of any kind. If you don't like it then don't buy it. Seriously, it's a shame that it needs to be utilized at all but unfortunately some bad eggs ruin it for others. I don't blame anyone for using DRM because that is their meal ticket.
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According to your logic "don't like DRM = don't buy game"; that leads to less sales and in contrast leads to less money for said company producing the game which in turn will prompt them not to continue making any games and therefore putting the nice developers out of a job.
Unless you were talking of the people that think of the DRM and code it. Well yeah, they'd lose their wages if DRM stopped -
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There's actually a bonus to registering online - I've registered on battle.net and linked all my Blizzard CD-Keys to my account so that noone else can use them. Does this mean Big Brother Blizzard is keeping tabs on me? Probably. But it's not a one-sided DRM. This is ME actively keeping THIEVES from using my cd-key via cd-key generators and locking me out (happens ALL THE FREAKING TIME on WC3/WC3:TFT/SC:BW). -
Blizzard's success with its method of DRM is dependent on the fact that half of their games enjoy the multiplayer or online facet. If I wanted to play WC3 offline I could easily just get my friend's CD key and Blizzard would never be the wiser. The difference is that WC3 is most enjoyable with the added multiplayer experience hence the whole registering online and whatnot.
Single player games are what's the crux of the DRM issue seeing as the online or multiplayer portion does not compel nor necessitate an online form of registering. -
On the other scope you have just about any and every game made by UBISOFT. While i respect UBI's decision to include DRM its a losing battle for them. The DRM is so extreme it causes user's who legitimately purchase more headaches then the pirates who pirate it.
In those respects UBI's current form of DRM is a failure. Really when DRM become detrimental to the ease of access of legit users youve done something wrong as a developer. This is the stance i think blizzard is taking on it. UBI's way of doing it with assasians creed lost them money thats for sure. I can think of about 30+ posts from different users saying "I woulda bought AC2 if it wasnt for that damn DRM, instead i pirated it and had no headaches".
Lets also look at the difference between single player only games(ME,ME2, Dragon age) and games that really survive on their multiplayer(Source engine games, MW,MW2,BC2).
I promise you the amount of pirating the singleplayer games recieves are alot higher then the amount that have much more multiplayer and online content. Mainly cause with a multiplayer game there is more incentive to get a unique key. Where with a singleplayer game pirated or not you still get the majority of the game experience.
Lets look at the top selling games of 2009 worldwide as an example
Found here
01. The Sims 3 (Singleplayer, but argueably has alot to offer in DLC for legit users)
02. World Of Warcraft: Wrath Of The Lich King (Obviously multiplayer)
03. The Sims 2 Double Deluxe (Really people still play this?)
04. World Of Warcraft: Battle Chest (See #2)
05. Call Of Duty: Modern Warfare 2 (Single player campaign is overshadowed by massive multiplayer componant)
06. World Of Warcraft (See #2 again)
07. The Sims 3: World Adventures (Same as #1)
08. Spore (If i recall wasnt there some exclusive DLC for having a legit key?)
09. Dragon Age: Origins (Singleplayer, but loads of DLC for legit users)
10. Empire: Total War (do people play this multi?)
As you can see the strongest winners in total sales are the games with more compelling interests in connecting online and having legit installs. Where the games not mentioned usually are primarily singleplayer and require no internet.
Which really leads me to believe if consistently the best sellers are multiplayer games (Shooters and MMO's especially) it would seem prudent for big devs to put more time and money into those games.
Now if there was some sort of magic DRM that could keep pirates from using it 100% and not cause problems for the legit users. Any and all devs/publishers would be scrambling to purchase that little piece of tech. -
This is a game... and we are customers. Treating everyone like a criminal for the express purpose of defending income you are never going to get is madness.
Blizzard's approach is fine EXCEPT the part where they don't offer LAN games.
Playing on Battle.net pretty much assures your opponents are using cheats, if only to defend themselves from others' cheats. I really got sick of keeping up with which hacks you needed to have running to make sure you got a reasonably fair game. -
Where on the otherhand games that have lan options can be easily pirated to work online via tunneling systems and virtual networks, completely negating the whole legit system and still receive the same content. As a dev/publisher the risk rewards of "lan ready" or "easy to pirate online via lan" have to be be weighed. And as a dev option #2 wins everytime.
People seem to fail that this is a business first and foremost, these companies dont make games out of the goodness of their hearts. They make them to make profits. And as the cost of producing top notch games go up, so does the efforts to increase sales and reduce piracy.
The gaming industry is very much like the movie industry in regards to High cost high profit margins. Think of it like movies like avatar. That movie had to be a major blockbuster to even make a profit. Games like CoD4:MW had that well done polished single player feel that really set it aside. And bam was one of the top grossing games of the year. And for every blockbuster there is prob twice as many flops. -
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Apologies for the long post, but I didn't think it would be fair to hack up solid posts for quotations.
I think there's a really simple and easy way to make DRM work effectively - keychain dongles with rolling passcodes, linked to the cd-key. Is it possible to mimic this function? Absolutely. Is it a headache for DRM breakers? Definitely. They'll have to determine the algorithm used to generate the rolling passcode rather simply modifying files (etc etc, don't want to break a forum rule).
Example: Blizzard Store
Also, it's not fair to fault Blizzard for the cheaters. Blizzard put up a free system that enables online play. Blaming them for other people's bad actions is wrong. Worse if you stoop to the level of the cheaters and think you need to up your cheating ways to even the playing field. -
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It doesn't matter what they do, the game WILL be pirated. Let the legit and paying players play the game how they want at the level of quality and support they are used to from a Blizzard product.
There are many businesses in the world, and the number one concern is and should always be MAKING THE PAYING CUSTOMER HAPPY. -
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There's absolutely nothing barring you and your friends from each purchasing a copy of the game, all logging onto Battle.net, and playing each other in a private game/closed environment. You can still smack each other upside the head for cheating all you want, and at arm's reach. -
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The Escapist : News : Blizzard Busts 320,000 in Battle.net Ban ?
Expecting perfection from hackers on an extremely popular OUTDATED system such as battle.net 1.0 is naive. I highly doubt the new battle.net 2.0 will have the same issues. Battle.net 1.0= Blizz at its inception. Battle.net2.0= blizz in its prime. -
The concept of DRM is very very iffy for single player games that do not have online capacities.
How can Blizzard or any other company know that I'm not "stealing" a single player game(ex: letting all my little grade school friends use my CD key) as opposed to reinstalling it on my machine due to a previous crash? Or what about a new machine?
Tbh, Steam was a decent answer to this, but for standalone companies it's difficult without some form of constant "calling home" that links something to someone. -
Try "tip of the iceberg"... -
On the other hand, DRM that requires you to go online when you have no intent of touching the online capability of the game is annoying as hell.
If all Blizzard got was your cd-key, there'd be no way to tell who installed what. But if they got a basic hardware spec (processor, gpu, ram, version of windows), odds are it'd be easy to distinguish users. Even easier if your friend lied and said he uninstalled, when he's really trying to log in from a separate location and blocking you from getting onto multiplayer. Hence Blizzard's new system of locking cd-keys to usernames, so that 1) noone can prevent you from going online by using your key, and 2) they make more $ by selling more copies.
If you think Steam never called home, kept tabs on your usage, and reported your hardware specs to Valve and the developers, you're sorely mistaken.
note on DRM:
DRM is everywhere. Ex: If you sync your iPod, you've encountered DRM. Maybe the files themselves don't have content protection, but your iPod is itself a form of DRM. The "normal" system is to sync to iTunes, which in turn reports to Apple. Sure you can workaround and never use iTunes, but that's a workaround the DRM system that's in place. -
You can share WC3 with 50 friends and so long as nobody goes online to Battle.net Blizzard won't know you're 50 people on the game playing single player campaign.
As for spec sheets, that wouldn't work in the case of buying a new computer after a crash or for computer upgrades.
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DRM = failure as the pirates are breaking the best they have.
And even private games were at one point compromised...
No thanks, I'd rather not touch Battle.net ever due not necessarily to Blizzard, but due to the cesspool of humanity that plays on it. -
You make money by making happy return customers.
Return customers is how you pay a workforce a living wage and keep yourself and your employees with jobs. -
Game software makes that easy too. Unable to return games was the first step, then not able to sell your games, now you can't even really let your friends borrow your games.
I guess next step is to literally drop your drawers and bend over to plug in to play a game. -
The "what they don't know won't hurt them" argument is easy to rely on, but the fact is that their knowledge doesn't change the nature of the act.
As for that last point, enjoy your closed world. You probably won't be able to enjoy any online game at all. I don't know how your private games got infected, but that usually points to a dishonest opponent, not a broken server. He can say the server broke his client, but it's up to him to acknowledge it and not take advantage of it.
Battle.net may not be the best system, but it was the first to gain wide appeal, and it's probably still probably in the top 10 of multiplayer match-making setups. Fact is, the internet is full of cheaters and trolls, and multiplayer gaming attracts the worst of both. -
Piracy isn't stealing, it's copyright violation. Please use the right terminology.
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What's the material difference? -
Umm, it's a simple and obvious material difference. If you steal something, the original owner no longer has it. If you pirate it, they do.
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Theft as a legal concept is the wrongful taking of someone else’s property without that person’s willful consent.
A copyright violation is the unauthorized or prohibited use or reproduction of works covered by copyright law.
So if you obtain the copyright holder's work in an unauthorized manner, i.e. against their willful consent, you are in effect taking their property.
How is that not theft? -
The very term "take" implies depriving the original owner of their property, and quite a lot of legal definitions of theft involve this concept.
For example, in English law "A person is guilty of theft, if he dishonestly appropriates property belonging to another with the intention of permanently depriving the other of it" (from Wikipedia's article on theft).
Besides that, copyright does not grant the author ownership of every single copy of their work. If you make a copy, that copy isn't their property, so it isn't theft. What copyright does do is grant them the exclusive right to copy, distribute and adapt that work. By copying it, you're violating their copyright, but it clearly isn't theft.
The actual property involved in this issue is not any kind of physical property, but their intellectual property - specifically their ownership of the copyright for that work. It is almost impossible for you to steal their copyright, because those rights are directly tied to them, but it's possible for you to infringe on those rights - i.e. copyright infringement. -
Is it stealing? Only if you define property as a physical only or extend it to intellectual as well?
if you do it counts a both. Depends on the states view on it. -
Intellectual property isn't ownership of data, it's ownership of certain rights pertaining to that data. In other words, the copyright itself is the intellectual property.
However, as I said previously, in pirating media you can't actually take someone else's copyright, only infringe upon it. -
There reason being is because if you made your own personal copy of what you purchased it would fall under fair use. But when you distribute it or obtain it without compensating the copyright holder, you are in effect depriving them of compensation for their work unless they authorized you to obtain it or distribute it without compensation. To deprive is language used in legally describing theft. The property being compensation. -
Well, it's obvious that my statements could not act as a defense against charges of copyright infringement, and I would think that copyright infringement would be the charge in any piracy trial, not theft.
Although you might be depriving the copyright holder of compensation for their work, that compensation isn't their property, nor does copyright give them a legal right to receive such compensation. -
"Recorded music is protected from misappropriation and unauthorized use under federal law" said United States Attorney Jim Vines. "Recording artists and the labels they record for have an enforceable right to control what happens to the works they have expended time, effort and money in creating. Misappropriation and unauthorized distribution of those works, even if no money changes hands, is no different than the theft of a tangible object, like a car, which the true owner has a right to possess and control. People who knowingly engage in criminal copyright violations with regard to music, film or other federally protected intellectual property need to know that they are subject to federal prosecution. Federal law enforcement agencies in the Middle District of Tennessee are paying attention, and we will pursue these cases fairly, but aggressively."
Source: Two Men Plead Guilty To Music Piracy Charges
Trying to propose a material difference between copyright infringement and theft is an academic exercise in semantics.
Section 504 of the copyright law does state that the compensation deprived is the property of the copyright holder. If it were not so, they could not seek redress for the loss incurred because of a copyright infringement.
Section 506 goes on further to define the criminality of the act of piracy because it is theft of work being prepared for commercial distribution. Not merely "infringement." The violator is clearly depriving the copyright holder of compensation to which they are due. It's no different than intercepting a check not belonging to you and cashing it.
US Copyright Law: U.S. Copyright Office - Copyright Law of the United States -
Bottom line is that the government needs to reassess the whole software industry because "The Man" tends to 100% side with the people with "the money" (the devs and publishers) and nothing for the customers. That is how we get hosed. Just because it's written as law doesn't make it right, it just makes it "legal".
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In any case, there is an obvious legal distinction between copyright infringement and theft, and that's why there are separate laws for the two.
As for the material difference between the two, that's a more interesting matter than the legal distinction, and worth discussing further. -
See what I mean. Everyone is always so busy debating law that's written instead of debating what's written should really be law. Sigh...
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By infringing on a copyright, you are depriving the holder of compensation. And that is what the law allows them to recover.
To reiterate the definition of theft; theft is the illegal taking of another person's property without that person's freely-given consent.
If you use a car without the owner's consent, what is it but theft?
Similiarly, if you use copyrighted material without the holder's consent, what is it? To you, you might think, "copyright infringement." And the funny thing is, that's correct. Just as if someone broke into someone's home yet considered themself a looter instead of a burglar. There's a difference, but in the end they are just finding a different way to describe the deprivation of the owners use of their own property.
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As for what the law should be, the law is fine, per se. The problem is lack of enforcement. And because of it, we, the legitimate consumers, have to suffer such things as intrusive and sometimes Draconian DRM measures. But on the same token, enforcement entails more government intrusion into our lives. Namely, loss of privacy. All or most of your internet transactions would have to be scrutinized in order for enforcement to work. -
I was presenting a scenario where DRM would basically be useless without basically being intrusive in some way or form. There's a reason Ubisoft tried their luck with that internet connection DRM with AC2: it's because there aren't 50 ways to check up on a single player game.
And even that annoying DRM got broken in less than a week.
Like Kernel said. You can't stop piracy, however by providing a product that's worthwhile to have in the genuine state, you discourage people from bothering with piracy.
Let's take Blizzard games for example. They have a small form of DRM(registrations with CD keys for Battle.net) yet this is a lot more effective than most DRMs simply because of the value of the multiplayer aspect of their games. By providing a reason for people to have the genuine software(in this case Battle.net), you give them incentive to purchase the game rather than pirate it. -
1) Piracy for financial gain (i.e. selling pirated media)
2) Piracy of more than $1000 (in retail value) worth of works in a period of 180 days
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3) Distribution (no mention of reproduction) of works intended for commercial distribution.
So there is a clear legal distinction between theft and piracy.
In many cases, piracy is a civil offense only and not a criminal one, and in some countries copyright infringement is never a criminal offense. As such, the legal distinction between the two is very important, and using the two interchangeably in a legal discussion would be misleading.
What they own is the copyright, and as a consequence the right to seek redress for copyright infringement. However, this property is not taken by piracy. In addition, if copyright law did not exist, then piracy would not infringe on any rights whatsoever, so once again there is an important distinction. -
There's a big difference between being intrusive and useless, and they're not polar opposites, but rather two different considerations. Useless DRM would be having to register freeware or activate it online - it's not really freeware anymore. DRM in the intellectual property landscape serves nearly always serves a purpose where the right holder is trying to control distribution or limit reproduction of the copyrighted work. No matter how poorly one might think of big studios imposing DRM on their games, replace them with a starving author adding DRM on an e-book. DRM serves a purpose, no matter how much one might dislike it.
As for intrusive, well, just about any Ubisoft DRM is as intrusive as it can get (well no, the Sony rootkits are probably the worst). The least intrusive are usually linked to hardware - DVD/Blu-Ray Discs to the players and cartridge-based gaming consoles would be decent examples. Unfortunately, with the way software needs to handle near-infinite OS/hardware/user combinations, patching is a necessity that makes fixed media near impossible.
To address the last point, even with solid desirable content, an incentive to pirate will continue to exist, even if the pirating population becomes considerably smaller. The contingent that maybe wants the software but isn't ready to buy it just yet, the contingent that refuses to pay even a penny for the best of software, and of course the contingent that simply wants to stick it to the man will continue to pirate. -
The point is that DRM isn't combating piracy all that well. If anything, with the increasing popularity of torrents and the like, pirating has become more popular now than ever(as opposed to the old burning a CD/DVD).
Regardless of DRM, a guy who doesn't want to buy a game won't buy it. However, that guy who isn't sure he wants to pay 50$ for a game but likes the game might be swayed if you give him a reason to spend that 50$ for a genuine product rather than a cheap knockoff copy.
Why is the iPhone still selling when you can get a 1$ Chinese knockoff? Because the genuine product offers a lot more than the knockoff no matter the price difference. Sure some smuck will always buy the knockoff, but you can sway the majority of people that having the genuine thing is better(if not at least worth it), then you've mini zed the figures.
It's not as if minimal DRM will somehow IGNORE the problem of piracy, but it will take another approach to it. -
I am no lawyer, but this is my impression in a very practical sense. -
Blizzard concedes that DRM is a losing battle.
Discussion in 'Gaming (Software and Graphics Cards)' started by 2.0, May 28, 2010.