EA Releases DRM License Deactivation Tool 226
Dr_Barnowl writes "Electronic Arts has posted a SecuROM de-authorization management tool. Once downloaded, the tool will search your drives for EA games infested with the draconian online DRM system, and help you download their respective individual de-activation tools. This isn't a perfect solution, since it's still possible to run out of activations in the event of hardware failure or other source of data loss, but since the announcement that this particular DRM system will be dropped for The Sims 3 , it would seem that EA has had a minor epiphany about DRM."
I'm sure EA's hand was forced in part by the FTC's recent warning against deceptive DRM practices. Hal Halpin of the Entertainment Consumers Association commented further on the issue, suggesting to developers that such measures need to be displayed on game boxes, and that standardization of EULAs could be next on the list.
Standardized EULA (Score:5, Insightful)
Having a standardized EULA would be a bad thing if it were standardized by the government. They'd be unilaterally agreeing to the terms of the EULA, while right now it is unclear if a EULA is even binding at all.
Re:Standardized EULA (Score:4, Insightful)
Cool... (Score:5, Funny)
We can have congress pass legislation that they didn't read to fix the problem of EULAs that nobody reads.
Re:Cool... (Score:5, Funny)
This isn't funny.
It's sad.
Re:Cool... (Score:5, Insightful)
It is sad. Which is why there should be legislation that makes them read the bills.
http://www.downsizedc.org/page/read_the_laws [downsizedc.org]
Re:Cool... (Score:5, Insightful)
The First Congress spent almost six months writing, debating, and rewriting the Bill of Rights, and it was only one page long. Our Congress passed a 780,000 million dollar stimulus bill with thousands of pages and most never read it.
When the Founders envisioned the Congress, they pictured a body of men who would be highly-intelligent, logical (it was the Age of Reason), and careful in their deliberations, to carefully read every word and weigh its effects.
Boy were they wrong.
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Age of Reason, followed by Age of Stupidity and Laywers...
Re:Standardized EULA (Score:5, Informative)
Only if the EULA is upheld, that is. The typical EULA should be declared null and void by any reasonable court, for several reasons (contract of adhesion, doctrine of first sale, etc.).
Re:Standardized EULA (Score:5, Funny)
You have to go through a pretty big haystack to find that needle.
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We already have a binding standardized EULA. It's called Copyright (and since around 1997 it has started to get a little unbalanced).
Most publishers don't really need their EULAs to go beyond that. Those that want to, should never be granted any legitimizing status as "standard."
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i scroll down check for the part where it says
[this] License is intended to guarantee your freedom to share and change free software
and figure it cant be too bad so accept.
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The best solution would be a standard COTS license, regulated by the FTC, that explicitly permits archival, resale, returns etc.. Any software which wants to use some other license would need a proper paper signature to be enforcable. End the "by breathing you agree to..." EULA forever. The software industry and software consumers both need this.
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There is a government standardized EULA. It's called copyright law.
To the extent that they lightened the DRM load: (Score:5, Interesting)
*sigh* Here we go again. Seriously, a code is the most simplistic and effective means of copy protection. One key = one install. Simple as that.
If you implement measures, that online / LAN multiplay is restricted to valid and unique CD-keys and executables cannot be cracked easily is one of the most reasonable methods to balance between players and publishers available.
It serves the following purposes:
- prevent non-paying customers from using unpaid-for online servers
- (inofficially) let people (via keygens) rather freely test-drive the full software, offline on their own machine with the option to buy a key and make your installation legit and online-enabled in seconds.
- ban detected cheaters from online play and introduce a financial risk to cheating (you have to buy a new key when you're caught) which deters non-hardcore cheaters from trying
- prevent mass copying of your software: if the same key is encountered online in the thousands, disable the key
- all this encourages defined and responsible ownership of the software: if you give out your key, you possibly cannot play online anymore
- and inofficially: limit the resale-value of a used key: as a buyer, you cannot be sure if the key is not banned for cheating or shared with the entire school/workplace of the reseller.
I don't know of people who been hindered from doing legit things with their paid-for software because of a cd-key. But I know several people who "test-drove" dozens of pirated games with a keygen who found out the game was so crappy that even downloading it was a waste of money and time.
=Smidge=
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I'm working on a title that has no multiplayer component because it makes no sense for the game. How do you propose to address this issue for single-player games? I'm open to reasonable solutions--I do not expect piracy to stop because of any methods I can do, I'm just attempting to dissuade the casual copying; the "test-drive" argument doesn't hold much water because the first twenty percent of the game, about ten hours or so, will be freely available as a demo.
Suggestions?
Re:To the extent that they lightened the DRM load: (Score:5, Insightful)
Simple question:
Do you want the version people pay money for to be as good as the version without DRM that they can get from The Pirate Bay?
Re:To the extent that they lightened the DRM load: (Score:5, Insightful)
That's not a simple question at all.
Of course I want it to be that easy. But making that easy vastly increases the likelihood of small-scale copies (letting a friend borrow the disc, etc.), which for an independent game is considerably more problematic than TPB.
Your approach is "give it to us or we'll steal it." You know what my reply to that is? "Fuck you, I won't release it at all."
Creators deserve to make money, too. I want a solution where everyone benefits.
Re:To the extent that they lightened the DRM load: (Score:5, Funny)
Obviously you can make money providing support or documentation for your game: that's the FOSS way.
In terms of a game, just release a version without any sensible controls or UI, and have them call you while they play it so you can dig around the logs and tell them they are low on life and should probably go find a health pack. Alternately, you can provide customization support such that they can add scripts to get the info without having to dig through the logs. That HUD script in turn will be rewritten in a "better" language and released as a fork with a slightly different license, at which time your userbase will splinter into two camps - both whom are completely right and the spawn of Satan at the same time.
See now, that wasn't so hard was it?
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This topic always pisses me off, and I needed a laugh. Thanks. :-)
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The question is simple, the answer could be very complex.
You could package the game with some tangible thing that has value, like a figurine, or something that isn't digital.
Offer support, some kind of online services, etc.
DRM is adding code to the game that is designed to be defective, to fail unless certain conditions are met. That is making your game less likely to work, and indeed making a cracked version of the game more valuable to some people.
DRM will not affect the people who aren't going to pay any
Re:To the extent that they lightened the DRM load: (Score:4, Insightful)
Package a game with some tangible thing -- that increases both my costs and the cost of the game, and in theory drives more people to piracy. Plus, there's pretty few ways, if any, for an independent developer to actually provide anything in that tangible form that anybody would actually want.
Support -- dunno about you, man, but I'd hope that a game doesn't need support. If it does, I didn't do my job as a developer and a designer.
Online services -- this is possible/plausible, especially if I do add the possibility of a multiplayer component (the problem being that everything's balanced for single-player, and multiplayer involves ongoing costs).
Steam is looking more and more tempting, really. Or try to get a WiiWare kit (the game has HTPC and standard-TV resolution modes already, wouldn't be too hard!) and go that route.
I have zero interest in making life more difficult for those who purchase the game. But, at the same time, I just expect a modicum of fairness afforded to me as the creator ('specially as I've got a couple artists and a fellow musician to pay...).
Re:To the extent that they lightened the DRM load: (Score:4, Insightful)
Wrong, Wrong, Wrong. Due to all the information that we have at our finger tips if you ever even look like you are thinking this you will get your ass handed to you. People HATE giving money to people they feel are assholes. If they have to then they have to. But if they can avoid it they will.
The other side of this is that if they hear good things about you they will come to you. The next pair of shoes I buy I will buy though Zappos. Why? Look at these stories. http://consumerist.com/tag/zappos/ [consumerist.com]
As for you making money I would recommend
1)Accept donations. Some people might like your stuff so much they will over pay for it.
2)Ask people who did pirate the game to donate if they liked it. This sounds dumb but it's a way of saying "Look I know some of you are gonna steal this game and there is nothing I can do about it. But Please if you actually like it and would like to see more post-pay for it. I'm not gonna be a jerk about it. I'm just trying to make a living." Most people have trouble ripping off people that are honest and human.
3)Try to make it easier to buy then steal. Steam is great network for that. At this point I buy games on steam so that I never have to go CD fishing ever again if I want to play an old game
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Steam is probably the way I'll go, if not something a little more out-there and experimental.
But, frankly, if somebody thinks I'm an asshole for not wanting other people to avail themselves of utility from something I create without compensating me for my time and effort? I'm really OK with that.
I'm not looking to make millions, or even more than a couple nice dinners. But I'm big on ethics and moral fairness. If people want to call me an asshole for that, that's their call.
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The thing is, though--they've already taken it. A rational person who accepts as a postulate the right to take a good for free isn't going to pay for something they already have for free.
Quite literally--and I outright reject the "but it's just copying!" argument, so please don't even bother--they are taking my product without paying. I don't see any reason to expend any effort to help someone who has already stolen from me. As I've said elsewhere in this thread, I think I'll almost certainly accept invalid
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damn i jsut ran out of mod points
People HATE giving money to people they feel are assholes. If they have to then they have to. But if they can avoid it they will.
SO true, while i could most likely pirate pennyarcade's drm less game, i have not and will not, why? because i like the guys. on the otherhand OFC i have a pirated copy of spore despite its DRM because i have no intention of paying for something produced by EA.
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SO true, while i could most likely pirate pennyarcade's drm less game, i have not and will not, why? because i like the guys. on the otherhand OFC i have a pirated copy of spore despite its DRM because i have no intention of paying for something produced by EA.
So in other words, stealing the value of someone's time and effort is OK depending on who you're taking it from? I wish my morals were that flexible, life would be easy.
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I wouldn't worry about small-scale stuff. It is, by definition, small scale. Which means it's not worth bothering your legitimate customers to eke a few more dollars out of people who share it with a friend.
If I wanted to make a for-pay game like this, the first thing I would do is
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Letting a friend borrow a game should not be problematic.
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Except that in a real situation, you'll just burn your copy of the game for that friend, removing the need for getting-it-back. Hence the quandary.
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That's OK by me. I make stuff for me. This is not at odds with the idea of not releasing it: if I'm going to release it, I expect to be treated fairly by the consumer. If the consumer isn't going to treat me fairly and compensate me for my time and effort, I'm not against flinging it in a safe-deposit box once it's complete. My mind's at ease. :-)
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I have considered it and rejected it. As I said: I'm making it for myself. Not for anyone else, and not for some nebulous "community."
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Oh please. Quite a few of us who choose to make use of the GPL do so to /protect/ our work from what we consider to be exploitation. To me, if someone takes my code, integrates it directly into a product, and makes money from it, I've been exploited. Yet anyone who uses it, even for profit, in its form is not. The GPL protects me from exploitation, something like the BSD license does not.
This is of course my personal feeling. Like you, I care more about avoiding being exploited than profiting in any particu
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I agree with pretty much all of your post. And it's all OK by me. I'm OK with not releasing it, and nobody caring. I make stuff, be it music, prose, or games, for me, and nobody else.
However, I'm big on the concept of a fair deal. I'm not going to put something out there to get screwed over. It's not part of my set of ethics. I'm OK with putting it into a safe-deposit box. I've already done the creative work, it's fine by me.
I do, however, contest the assertion that most gamers will pay for value. The games
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hows about doing some sort of key that "brands" the copy with the email address of the registered user
just be honest with your users you want money to be able to
1 get rent cherrios jack yaddah
2 make the next version
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you have 2 major problems:
1) Offline DRM is COMPLETELY flawed, the only way you can even get close to working drm is if you offer legitimate users something reasonable in exchange for connecting to your servers. A good online game play experience, downloadable content (cheep/free or even full priced), etc, all allow you to offer legitimate customers benefits while excluding those without keys.
2) You *come across* as a bit of an asshole, if you want people to pay for something they can get for free, stop tal
Single-player example (Score:3, Interesting)
The Witcher [wikipedia.org] (original, not the Enhanced Edition) shipped with a CD-Key that most people thought was useless. It allowed you to register your game with publisher Atari and get... not much.
However, the studio later released an Enhanced Edition, which added more cutscenes, more dialogue, more quests, two side-missions that stand alone from the main game, the official soundtrack, a CD of music inspired by the game and a "making-of" DVD. All this stuff was available for purchase; but the best part is the studi
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I appreciate your candor, but at the same time it's still entirely unacceptable. Why should I--why should anyone, for that matter--release something that you'll pay for "if you feel like it"? Frankly, I question whether you buy "many" of those games at all. If you do, you're in the vast majority.
I have no interest in having my work valued at zero unless you "feel like it." I can just as easily not release it. I create for me, but if you're going to receive utility from it, I expect to be compensated. I mean
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The problem is you're asking an impossible question. It is no different than asking, "How do we stop all theft?" You can't. There's your answer. No one has been able to do it, ever.
If your game is good, you will be paid something. Will every person who plays it pay for it? No. Will everyone who plays it even like it? No. That is true for every game ever made, though. I'd suggest including a simple way in the game for people to pay for it (paypal or something maybe) and once someone has paid they get a "Paid
Re:To the extent that they lightened the DRM load: (Score:5, Interesting)
I have no interest in having my work valued at zero unless you "feel like it." I can just as easily not release it.
Having never seen or played your game (to my knowledge) I currently value it at zero. Even if I had seen it (and even played it), I'd probably still value it at or around zero, sorry, but that's just the way things go with a free market. No one is guaranteed success, and just because you wrote a game does not intrinsically mean it has value to everyone nor more importantly that it has the same value to anyone. Now, I can sympathize with you, I'm a programmer and I do like to think that what I make has value and that people are willing to pay for it, however the onus is on me to convince the public that my software is worth paying for, and no amount of DRM is going to do that for even half of the public.
Your potential market for any piece of software can be broken down into a number of categories and various things you do will effect exactly how that breakdown occurs. The categories are as follows:
Now, on the topic of that third category (Is aware of your software but values it at less than what you're asking for it) this is where your pirates come from. It's important to note that some people will value your software at or very close to zero and will therefore never pay for it no matter what you do, so some of these people might as well be considered lost sales no matter what. Your job is to try to maximize sales to all categories and this is accomplished in a number of ways. In the case of categories 1 and 2 (don't know and not interested respectively) advertising and demos (either full or partial) go a long way towards shifting these two into groups 3 and 4. Group 4 is essentially sold already, all you need to do with them is keep shipping a quality product that works well and doesn't hassle the paying customer. Group 3 is the problem group. Your options to win them over are to lower your prices, or convince them that your product has more value in it (demos, and various incentives are a great way to do this as the demo gets them actually interacting with your product and able to more fully evaluate it, and the incentives are effectively added to the value of the base product).
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(demos, and various incentives are a great way to do this as the demo gets them actually interacting with your product and able to more fully evaluate it, and the incentives are effectively added to the value of the base product)
And then comes the pirate's whine "but it's not the whole game, I haven't gotten to see if I want to buy all of it."
Personally, I'm leaning toward either Steam or the safe-deposit box, although I thought of an interesting idea upthread: have a product key that is checked against a central server--but not for authentication. It will be entirely possible to have keys that have just not been issued. And the game won't be disabled--but it will be noted to be a pirated version, and the "register this game" link
Re:To the extent that they lightened the DRM load: (Score:5, Interesting)
I actually thought of something interesting.
A key system that does phone home--but does the validation on the user side. If the key's not legitimate, i.e. a keygen result, it won't be in the server database, though the game still unlocks. It doesn't change the game at all, but instead displays a message that more or less says only "I know this key isn't legitimate, but I'm going to let you play the game anyway." Let the versions unlocked with this, just keep the "Register This Copy" button on the homepage. (I plan to do registration through PayPal, built straight into the game, in the first place, if somebody wants to bypass the need to go input the key themselves the first time--so they can still go get a legitimate copy if they want.)
Could be workable. I doubt a pirate is likely to spend any time cracking it when all they have to do is sit through a "do you really want to just steal this game?" message before being allowed in.
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If it's not connected, yes, that would be the plan. "I can't verify if this was a legal key; if you'd like to verify later--you don't have to, but I'd appreciate it--please click here. If you aren't a legal purchaser, enjoy the game, but please consider registering on the front page."
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Eh. To an extent, you're right. Although I'm actually probably the exception in that it's really not about the money. I said upthread that I'd be A-OK with throwing it in a safe-deposit box--the money is less important than an ethical transaction where both parties tangibly benefit (the purchaser in the entertainment value and utility of the product, me in being able to take my girlfriend out to lunch).
Tangible stuff is an issue when my budget is essentially $0. A book has been tempting, as I've essentially
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I like this idea. I've got something like six or seven full legal pads of various bits and pieces, could go through and find the interesting stuff. Plus, my artists have concept work, etc. which I'm legally entitled to use.
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Never seen Impulse. I'll take a look at them.
Publishing on demand could be nifty. I don't know if I've ever seen that done.
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The easiest way is to add physical content. Way way back in the days of 8 bit computing, there was the Ultima series of games. Now, they could easily be cracked, of course, but the real reason everyone bought the real game was because the thing HAD NO TUTORIAL. You absolutely required the map and instruction manual to understand how to play the game. It also was far too large to easily copy.
Other games required a complex manual to be able to identify enemy units and understand specifics and tactics as w
how much does DRM cost (Score:5, Insightful)
Re:how much does DRM cost (Score:5, Informative)
Perception of money saved > Actual money saved
Re:how much does DRM cost (Score:5, Interesting)
I am a pretty avid game buyer. I got out of college, got a job, and suddenly found tossing out a couple hundred on video games occasionally wasn't a large expense. If I see a game that I want, I generally just buy it.
I skipped over Red Alert 3 and Spore.
Those are two games that I normally would have not thought twice about buying. I like video games, and they are not such a big expense for me where I have to spend much time thinking about if I want to buy it or not, but in the case of those two games I took a pass because of DRM. I can merrily ignore DRM if it doesn't affect me. Limited licenses, crippling applications installed onto my computer, nice big loop holes for security breaches? Thanks. I'll pass. Video games are nice, but not worth crippling my computer or supporting that kind of anti-consumer behavior.
EA needed to be taught a lesson and hopefully they learned it. Spore had the most crippling DRM of all times and was the most pirated game of all times. Pssst... EA... DRM doesn't stop pirates. It sure does piss off people who on a normal day would hand you a sweat wad of cash without thinking twice.
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Same boat over here. I have no problem paying for games (though I rarely buy them when they first come out). I believe whole heartedly in supporting creative software developers who put out useful/interesting/fun/etc software.
I do have a problem with the state of DRM. Consequently, I haven't even bothered to look at GTA IV or Red Alert 3 for me. In fact since that seems to the de facto standard on most PC games (or so it seems) I've just stopped buying PC games outright. It doesn't help that a lot of
It's not April 1st yet!! (Score:5, Insightful)
All aspects of securerom? (Score:5, Interesting)
Does this also remove the other aspects of SecureROM, other than just 'number of installs?' Like the whole 'Hey, you have Nero installed! Therefore, you can't run this game! How dare you have standard computer equipment like a CD burner installed in your computer!'
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Does this also remove the other aspects of SecureROM, other than just 'number of installs?' Like the whole 'Hey, you have Nero installed! Therefore, you can't run this game! How dare you have standard computer equipment like a CD burner installed in your computer!'
This happens sometimes when I try to play Heroes of Might and Magic V! It's like playing russian roulette. "Will I get to play the game I paid for, today?" Made me decide to never pay for another DRM-touched piece of s[oftware] ever again. Ever.
Comment removed (Score:5, Funny)
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Or, if you're an idiot, a 100% chance of blowing your brains out [darwinawards.com].
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LOL I thought it'd be some tard who forgot to empty N-1 chambers of the revolver... I never even imagined the kind of stupid where you'd play Russian Roulette with a semi-auto -- it's like the guy knew literally nothing about the game except that you shoot yourself in the head. The universe continues to amaze me!
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I'm certain that at least some of them are false, and thus I figure by extension many or even most are. The original one about the guy who crashed his car into a cliff after putting a JATO unit in the back of his car is definitely false -- though I've read at least one semi-plausible story that could be the source of the urban legend but didn't involve any death.
Still gives me a chuckle thinking that they might be true though.
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Well, obviously, you haven't played the expansion which includes a "special controller."
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Yeah, because not getting to play 'Heroes of Might and Magic V' is totally equivalent to a 16.667% chance of blowing your brains out ;)
16.667%? Real men use automatics.
Re:All aspects of securerom? (Score:5, Interesting)
Heroes of Might and Magic 3 was my first experience with SecuROM. It disabled my CD burner...permanently. EA owes me $55 for that one.
In total, SecuROM has been the demise of three of my drives. There was no way to determine whether or not a game had it back then, so it was hit and miss. SecuROM, or EA, owe me approx. $150 for disabled drives over the last 12 years or so.
Since I NEVER expect to receive a buck from them in compensation, I protect my drives instead. I stopped BUYING THEIR GAMES. And every one that I bought in the past, I have since downloaded cracked versions and use them instead.
Is that what you wanted, EA?
Drop SecuROM, entirely, or you've still lost a customer.
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>>>Does this also remove the other aspects of SecureROM, other than just 'number of installs?' Like the whole 'Hey, you have Nero installed! Therefore, you can't run this game! How dare you have standard computer equipment like a CD burner installed in your computer!'
>>>
If I bought software from EA that refused to run, I'd follow this procedure:
1 - Ask for a refund.
2 a - If they refuse to refund, I'd return an empty envelope with tracking.
2 b - File a credit card chargeback to screw them,
Had to return Battlefield expansion packs (Score:5, Insightful)
I have had to return two of the Battlefield expansion packs because I could not activate them even after spending several hours on the problem. No matter what I did the online part of the process did not work and I was denied access. These expansion packs were online only so I effectively couldn't use the software at all. Fortunately I bought from a gaming shop that does take returns on games that do not work. I wrote to EA, asked for help. Then again to revoke whatever I'd registered. No reply of course. One day these greedy fools will realize that they're shooting themselves in the foot with DRM. Sure some piracy will be curtailed in some circumstances. So will some legitimate use. In the long run they lose out because the game becomes hard to use and not worth the effort.
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EA probably realized that a significant percentage of customer service calls and returns were for problems with securROM. By dropping it all together they are saving money on development costs, and call center calls
One day.... (Score:5, Insightful)
They removed the DRM from Sims 3 and just released a tool to retroactively remove DRM from older games. One could make a reasonably cogent argument that that day is today.
(Good thing that day wasn't tomorrow, or no one would have believed them.)
Re:One day.... (Score:5, Informative)
No they didn't. In essence, they released a tool to reset your "activated" flag from TRUE to FALSE.
So when you try to install and activate on a second machine, you can -- as long as you have unactivated on the first machine. This is nice, since it allows for continuance of the doctrine of first sale. This is not nice, as it still leaves the DRM.
All this does is make their DRM adhere to certain consumer protection laws.
Also note that they have not committed to release Sims 3 DRM-free; instead, they have vowed not to use the broken DRM tool they have been using up til now.
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> They removed the DRM from Sims 3 and just released a tool to retroactively remove DRM from older games.
Uh ? Did you actually _read_ the article ? They offer you a tool to deactivate *computers*, so you can install the game again. They didn't removed DRM.
PS: I bought one game with SecuROM. I will never ever buy any game with DRM.
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>>>just released a tool to retroactively remove DRM from older games
Reading comprehension is not your forte' is it? EA did no such thing. They released a *assistant* to deactivate existing installs, but the DRM is still there causing problems, either now or in the future.
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Its not so much that they are greedy (well they are, but that is beside the point), it is that they are misinformed and unrealistic.
1st hardly any of these folks develop their own DRM, there is a whole industry out there preying on the fears of developers. They (and their consultants) will tell them whatever they want to hear to sell their own garbage.
2nd they really just went a bit too far. DRM has been around since the beginning of video games, and so has trying to get around it and pirating software and
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A good simple example of this was the old code wheels you got is some games. Basically a code word based on the manual from two cardboard disks.
Sure you could photocopy the stupid manual, and make a cardboard wheel, and I am sure some did. However it was just damn easier to buy the damn game.
Also I think a basic truth is that the lower the cost of the item the less it will be worthwhile to pirate. It has already been pointed out that games are way over priced and that a correction needs to occur. They would
Hm... (Score:5, Funny)
Once downloaded, the tool will search your drives for EA games infested with the draconian online DRM system
I bet that's not a quote from EA's documentation.
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Once downloaded, the tool will search your drives for EA games infested with the draconian online DRM system
I bet that's not a quote from EA's documentation.
When you're an evil overload, you need to gloat and laugh maniacally about something.
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What about other and older games? (Score:3, Insightful)
I remember C&C3: Kane's Wrath patch had SecureROM that caused people (including mine)'s explorer.exe to go bonker and crash. See http://www.google.com/search?q=kane's+wrath+explorer.exe+securom [google.com] ... :)
Hulk mad. (Score:4, Funny)
>>>it's still possible to run out of activations in the event of hardware failure or other source of data loss
Hulk crush EA's company cars. Grrrr.
This does NOT remove the DRM, just moves the game! (Score:5, Informative)
Does it need activation? (Score:2)
I don't understand (Score:3, Funny)
Obviously (Score:5, Insightful)
What you don't understand is that EA's DRM was screwing up computers of people who DID pay!
Re: (Score:2)
DRM that limits the number of times you can install a game you own is theft.
You are wrong (Score:5, Informative)
But stealing a copy of something because you don't like the DRM is theft. Plain and simple.
Legally speaking, it is not theft. Copyright infringement is an entirely different legal concept than theft. So you are wrong.
Morally speaking, you are wrong too. Theft deprives the owner of use, whereas copyright infringement does not. So it is not morally similar to theft (it might still be wrong of course, just as murder is wrong even though it is not theft, but this does not make it the same thing as theft).
I know you think I am splitting semantic hairs. Of course, I disagree. I think your sloppy use of language obscures the truth and frustrates our efforts at thinking clearly about this issue. It is not "plain and simple," and your misguided attempts at making it so are not helpful.
The issue is not one of entitlement, production, or theft...but one of boundaries. One person's interest in securing the profitability of a work is directly conflicting with someone else's interest in being able to make full use of the (hardware AND software) resources available to them. Perhaps my natural desire to play a game for free should not supersede your "right" (sic) to ensure that every copy of your work is paid for. But, conversely, neither does your desire to get paid justify forcefully taking control of my computer (and the computers of every person in the world) away.
So, we need to work out these boundaries. In order to work them out fairly, we need to understand them in exacting detail. Thus, we must avoid oversimplifications like yours.
Re: (Score:3, Insightful)
I've never understood people's belief that they have the right to someone else's work be it music, videos, games, software or whatever. Calling EA an evil overlord for trying to profit from their work and protect it from being stolen is totally goofy. If you don't want to pay for it, you shouldn't have it. I'm sure people are going to trash this statement but if you don't like the DRM they install with it, don't buy it. But stealing a copy of something because you don't like the DRM is theft. Plain and simple.
Upon careful reflection you'll find the answer was within the whole time!
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Re: (Score:2)
Ive never understood people's belief that companies can ignore basic rights of trade.
Whence other DRM-free EA games? (Score:3, Insightful)
So when can I buy a copy of Spore with the assurance it does NOT have SecuROM onboard?
Spore deauth tool stinks (Score:5, Informative)
I uninstalled Spore a few weeks ago and just tried to reclaim the activation with EA's new tool. All I get is this message:
What the hell does that mean? I have to install the game again? So do I run the deauth tool while it's still installed? And then uninstall it again?
Screw this. If my game ceases to work I'll just pirate it.
Old School DRM is the Best School (Score:3, Interesting)
I recently installed some industrial software who's installation/licensing scheme struck me as incredibly brilliant.
They don't care how many machines you have, or even how many machines you install the software on. What they care about is that you are only ever using one instance of the software at a time, because that is the license you payed for.
To accomplish this, they use a 2-part licensing scheme that is based on an original license authorization, and a randomly generated key created upon installation. To transfer the authorization, you have to have the key generated by the software on the computer you want to transfer to first, then you can use it to generate a NEW authorization on the old machine. Generating a new authorization re-creates the original machine's key, breaking the authorization there, so a new transfer is required in order to use it again.
You can move it around all you want, you can even operate off of two machines if you want, you just have to re-authorize it each time. Also, because it's just a standard licensing scheme and not some crazy copy protection, it doesn't break any functionality.
Most people would find this reasonable, I think, and sure it's breakable, but the market for such a crack should be reduced, and if done well that's a hard system to circumvent. I think so anyway, I could be wrong.
Re: (Score:3, Interesting)
I don't understand this. How does installing on a second machine break authorization on the first? Either you'd need the first machine available to authorize the second, or you'd have to be connected to the net every time you started the program. Otherwise, there's no way to stop somebody from taking the first computer, putting it somewhere without a net connection, and using the software while it's authorized on the second machine.
The first alternative suggests that you're SOL if the first machine br
Re:Old School DRM is the Best School (Score:5, Informative)
Most people would find this reasonable.
Nope. It's just as damned inconvenient and braindead as other schemes that artificially induce limitations that aren't there to begin with. One instance at a time is just as stupid as any other limitation.
Example:
Limited software in question is installed on 3 computers: Workstation at the office, laptop and home workstation.
Scenario 1: Working on project at office workstation. Suddenly called to important meeting with important executive to deal with an important issue. Grab laptop, head off to meeting - no time to logoff, generate new key, whatever. Productive discussion ensues. Executive asks for a quick review of discussion concepts using expensive software he paid for. Activate laptop, start software. Bzzzt! Didn't generate stupid license key, so no efficient conclusion to discussion. Executive leaves meeting with mandate to find new tool ASAP without stupid licensing scheme.
Scenario 2: Good week at office. Project done, system deployed. Vacation next week. No need to generate key - won't need it. As vacation starts - emergency phone call to fix unforeseen issue. Bzzt! Sorry - can't use home system to fix problem. Long drive into office causes family to miss plane, vacation ruined, divorce ensues. Solemn vow never to use stupid software again.
Scenario 3: Good week at office. Project done, system deployed. Generate key for laptop just in case - not stupid like scenario 2 guy. Sunday morning - emergency call. No problem - just fire up laptop, install key, fix problem. Bzzzt! Hard drive failure - laptop won't boot. Home system can't use exclusive key made for laptop. Stupid licensing scheme cursed forever, new tool found.
The problem with schemes that impose limitations is that they are ... limiting, and at some point those limitations will cause a problem that shouldn't have been one.
Only human beings would invent technology that removes limitations (like cost-free digital reproduction that sounded like Utopia in the sci-fi novels ... and the marketing copy) then turn around and impose artificial limitations to nullify the benefit that the new tech offered.
Re: (Score:2)
I once wrote a shareware app. The shareware version just had a nag screen when you started the program and some minor functionality disabled. If you registered my program, you got a registration code which you entered along with your name. All the code was a simple hash of the name that resulted in about 5 or 6 digits (no 42 digit hex numbers here). When registering, the program would store the name and checksum in its .INI file.
I didn't care how many computers you installed on, or even how many people
Re: (Score:2)
That's the wrong old school. The one you should be looking at is the dongle.
A usb stub (pass-though, so you can just leave it installed and still use the port) would probably be acceptable to most people. It could be pretty cheap and not draw a noticeable amount of power. It would be like requiring the CD, but less inconvenient to use and harder to duplicate.
I'll admit I hated the dongles, but not so much that I tended to boycott products. DRM as it exists is something that causes me to just avoid buyin