Posted March 22, 2021
Hexchild: Seems like I ought to butt in and remind this thread of another definition, which I maintain is the one generally used by the media & games industry at large.
In over 90% of cases (by my admittedly flawed estimate) this definition can be simplified as "anti-piracy technology".
Meaning any technology whose purpose is to fight piracy, or more generally, to protect copyrights and other rights arising from deals between those who sell the product. "Purpose" here being an operative word.
Meaning that by this definition, you can't determine if something is DRM without considering why it's there.
Something like Securom, which has come up in recent discussion, is a textbook example of DRM by this definition, because it's main, and really only, purpose is to fight piracy. So there could be no question that a game that contains remnants of that system, by this definition, is not 100% DRM free.
While a game that requires an online server to play is not inherently DRM'd by this definition, even if taking down the server would lock you out of the game. It can be, if there is also a system in place to check that you're a legitimate user.
I'll grant that like any human I'm not perfect and my life experience is limited, so I could have a skewed view of how the industry at large uses the term. Assuming I'm not too far off, I'd argue that this is the closest we have to an objective definition. But at the same time, I'm not all that convinced that GOG has been adhering to it.
I think this is a very bad (unhelpful) definition because its not realistically possible to determine (or even define) intention or purpose. In over 90% of cases (by my admittedly flawed estimate) this definition can be simplified as "anti-piracy technology".
Meaning any technology whose purpose is to fight piracy, or more generally, to protect copyrights and other rights arising from deals between those who sell the product. "Purpose" here being an operative word.
Meaning that by this definition, you can't determine if something is DRM without considering why it's there.
Something like Securom, which has come up in recent discussion, is a textbook example of DRM by this definition, because it's main, and really only, purpose is to fight piracy. So there could be no question that a game that contains remnants of that system, by this definition, is not 100% DRM free.
While a game that requires an online server to play is not inherently DRM'd by this definition, even if taking down the server would lock you out of the game. It can be, if there is also a system in place to check that you're a legitimate user.
I'll grant that like any human I'm not perfect and my life experience is limited, so I could have a skewed view of how the industry at large uses the term. Assuming I'm not too far off, I'd argue that this is the closest we have to an objective definition. But at the same time, I'm not all that convinced that GOG has been adhering to it.
Also I dont think using the perspective of 'the industry' is good. This thread is for the benefit of customers. Consequently a customer based perspective should be used.