Posted August 06, 2010
I my opinion, there is two types of piracy:
Casual Piracy and Hardcore Piracy.
Casual Piracy:
When a software or product can be easily copied to a media and distributed.
Examples:
Using a cd burner to copy games.
Buying pirated copies on illegal market.
"Copy and paste"
Hardcore Piracy:
When a crack is needed to break the DRM.
Examples:
NO-CD Cracks.
CD/DVD-Emulators.
The difference between these two is that Casual Piracy happens on a large scale, while Hardcore Piracy does not. You can see this in the music and film industry, where piracy is mainstream.
Hardcore Piracy requires knowledge which probably only those who are computer-geeks know. Almost none of my friends knows how to crack a game. This cant be prevented, but the good thing is that this happens on a small scale. I don't think that it hurts the industry that much.
What is happening today is that publishers is putting DRM that only a hardcore PC user is able to maintain, and not the casual user. Not all people have a constant internet connection and not all people wants to create an account to play a game. I think probably most users wants a game to work out-of-the-box, no account creation, no internet required, no serial etc...
That I think is the reason why PC games are staggering. This hardcore type of DRM must be reduced, because hardcore users are only a small scale of the gaming market. You cant prevent them for pirating your game, because hardcore users know hardcore piracy. But you should not prevent casual gamers play your game, like DRM today does.
(My friend bought a copy of Football Manager 2009, but he was never able to play it since the Uniloc DRM required some kind of weird telephone internet thingy which he did not understand how to use).
This is my opinion of how a perfect DRM should be:
A simple DVD-Check for retail games.
An auth-once online install scheme for digital distribution.
An auth-always scheme for PC game rentals (if that ever happens).
Casual Piracy and Hardcore Piracy.
Casual Piracy:
When a software or product can be easily copied to a media and distributed.
Examples:
Using a cd burner to copy games.
Buying pirated copies on illegal market.
"Copy and paste"
Hardcore Piracy:
When a crack is needed to break the DRM.
Examples:
NO-CD Cracks.
CD/DVD-Emulators.
The difference between these two is that Casual Piracy happens on a large scale, while Hardcore Piracy does not. You can see this in the music and film industry, where piracy is mainstream.
Hardcore Piracy requires knowledge which probably only those who are computer-geeks know. Almost none of my friends knows how to crack a game. This cant be prevented, but the good thing is that this happens on a small scale. I don't think that it hurts the industry that much.
What is happening today is that publishers is putting DRM that only a hardcore PC user is able to maintain, and not the casual user. Not all people have a constant internet connection and not all people wants to create an account to play a game. I think probably most users wants a game to work out-of-the-box, no account creation, no internet required, no serial etc...
That I think is the reason why PC games are staggering. This hardcore type of DRM must be reduced, because hardcore users are only a small scale of the gaming market. You cant prevent them for pirating your game, because hardcore users know hardcore piracy. But you should not prevent casual gamers play your game, like DRM today does.
(My friend bought a copy of Football Manager 2009, but he was never able to play it since the Uniloc DRM required some kind of weird telephone internet thingy which he did not understand how to use).
This is my opinion of how a perfect DRM should be:
A simple DVD-Check for retail games.
An auth-once online install scheme for digital distribution.
An auth-always scheme for PC game rentals (if that ever happens).
Post edited August 06, 2010 by baosen