Tensions Rise Between Gamers and Game Companies Over DRM 447
Tootech recommends an article at the Technology Review about the intensifying struggle between gamers and publishers over intrusive DRM methods, a topic brought once more to the forefront by Ubisoft's decision not to use their controversial always-connected DRM for upcoming RTS RUSE, opting instead for Steamworks. Quoting:
"Ultimately, Schober says, companies are moving toward a model where hackers wouldn't just have to break through protections on a game, they'd also have to crack company servers. The unfortunate consequence, he says, is that it's getting more difficult for legitimate gamers to use and keep the products they buy. But there are alternatives to DRM in the works as well. The IEEE Standards Association, which develops industry standards for a variety of technologies, is working to define 'digital personal property.' The goal, says Paul Sweazey, who heads the organization's working group, is to restore some of the qualities of physical property — making it possible to lend or resell digital property. Sweazey stresses that the group just started meeting, but he explains that the idea is to sell games and other pieces of software in two parts — an encrypted file and a 'play key' that allows it to be used. The play key could be stored in an online bank run by any organization, and could be accessed through a URL. To share the product, the player would simply share the URL."
Re:Good Example: GTA4 (Score:2, Funny)
Tell them that according to the EULA they're obligated to give you a full refund.
Whether or not it's true is irrelevant - nobody reads the damn things.
Re:One opinion (Score:1, Funny)
I don't think you understand how piracy works in 3rd world countries.
GOG using the best copy protection evah (Score:3, Funny)
However, if you think about installing your game on a friend's PC or sharing it with others then please don't do it, okay?
(emphasis added)
..., well, it works for me