Posted December 21, 2011
(Notice: I'm putting various the mails I reference to in separate comments. Since gog forums work as they work, I have to wait for the first comment of other user for this)
So, what are the last trends in "DRM-ing"?
I regularly check services and send mails to developers and service providers asking them about the topic (not in a journalistic way, just as a consumer) and I have identyfied two or three trends that I'd like to share with you. All of them negative and a couple of them deals with the definition of DRM.
For reference, my definition of DRM is "every digital measure that doesn't allow the customer to store, install and play their games independently of the publisher/developer". I realize that this leads to discussion in some particular cases.
1) All games are MMOs now: I guess all of you know this one. Every game nowadays needs to have an online component, and that component will ONLY work in communication with a central server owned by the publisher. Ergo, you cannot play your games online unless given permission by the publisher.
Not only this, companies like EA or Blizzard are starting to release games (, [url=http://www.rockpapershotgun.com/2011/10/27/darkspore-drm-shuts-out-new-players/]DarkSpore, Diablo 3) that have to be connected to the internet all the time because: player progression, "it's like Facebook, you like Facebook, right?", "the game is designed like that "and other bullshit excuses that do not explain why you are FORCED to and not given the option to for the solo component. The Ubisoft DRM was great, it just didn't have the proper PR until now.
I can see how this may not be considered DRM (you only need to assume they are being sincere), but the effect is exactly the same as the Ubi DRM and I will consider it as such.
2) Small developers don't have alternatives: I've seen this at least a couple of times. Steam is huge, so, when you are small and don't have the resources to diversify, you start with Steam. Some developers eventually release outside of Steam (I think this is the case of Frozenbyte with Trine, for example), but some don't. An example of this is E.Y.E. from Streum On Studio who explained me that they are limited in their distribution options because of their size.
A different example is that of that topic here (which I cannot find now) from some developers of a multiplayer game that wanted a good anticheating system, but wanted the opinion of gog's DRM-aware users. What I understood from that topic is that developers are basically left with Valve's VAC as practically the only good anti-cheating option, but, if I'm not mistaken, that means they are forced to distribute through Steam.
3) No, our system is not DRM: And what is probably more worrying is that publishers and DD providers are trying to change or bypass the meaning of DRM. We have already seen an example in point 1). Another form I'm experiencing lately is that of digital distribution services pretending that their games don't have DRM and then using a system that requires connecting to them to install a game. This is the case of GamersGate (already discussed here a few times: example) and it is also the case of Desura.
Yes, the GamersGate DRM is rather laughable (IMPORTANT: this means I'm aware of the trick everybody uses), but the case of Desura is more problematic. I have bought Q.U.B.E., officially DRM free, and this was my experience (my experience with Desura is still small, so correct me if I said something wrong). First, it's client based, you need a client to install and to play the games. A client is not DRM by itself if you still can access your games without asking for permision to anybody, but this is not the case. The client won't install without trying to update first, which means that you have to connect to Desura to install it. Then whenever you want to install a game, the client needs to be online too. In fact, you cannot even see the games that you own and are not installed in offline mode. And the backups they say you can make are not backups. The same way it happens with Steam "backups", the only function of these are to save the download time, but you cannot install from a "backup" copy.
In summary, I cannot trust any DD anymore (besides DotEmu and GOG) when they say they are DRM free. And let's see what happens with my Deus Ex on D2D. I bought it yesterday and, when tried to install (offline), it required me to connect to the internet to activate. I have asked D2D for a refund for not advertising this requirement on their site.
So, what are the last trends in "DRM-ing"?
I regularly check services and send mails to developers and service providers asking them about the topic (not in a journalistic way, just as a consumer) and I have identyfied two or three trends that I'd like to share with you. All of them negative and a couple of them deals with the definition of DRM.
For reference, my definition of DRM is "every digital measure that doesn't allow the customer to store, install and play their games independently of the publisher/developer". I realize that this leads to discussion in some particular cases.
1) All games are MMOs now: I guess all of you know this one. Every game nowadays needs to have an online component, and that component will ONLY work in communication with a central server owned by the publisher. Ergo, you cannot play your games online unless given permission by the publisher.
Not only this, companies like EA or Blizzard are starting to release games (, [url=http://www.rockpapershotgun.com/2011/10/27/darkspore-drm-shuts-out-new-players/]DarkSpore, Diablo 3) that have to be connected to the internet all the time because: player progression, "it's like Facebook, you like Facebook, right?", "the game is designed like that "and other bullshit excuses that do not explain why you are FORCED to and not given the option to for the solo component. The Ubisoft DRM was great, it just didn't have the proper PR until now.
I can see how this may not be considered DRM (you only need to assume they are being sincere), but the effect is exactly the same as the Ubi DRM and I will consider it as such.
2) Small developers don't have alternatives: I've seen this at least a couple of times. Steam is huge, so, when you are small and don't have the resources to diversify, you start with Steam. Some developers eventually release outside of Steam (I think this is the case of Frozenbyte with Trine, for example), but some don't. An example of this is E.Y.E. from Streum On Studio who explained me that they are limited in their distribution options because of their size.
A different example is that of that topic here (which I cannot find now) from some developers of a multiplayer game that wanted a good anticheating system, but wanted the opinion of gog's DRM-aware users. What I understood from that topic is that developers are basically left with Valve's VAC as practically the only good anti-cheating option, but, if I'm not mistaken, that means they are forced to distribute through Steam.
3) No, our system is not DRM: And what is probably more worrying is that publishers and DD providers are trying to change or bypass the meaning of DRM. We have already seen an example in point 1). Another form I'm experiencing lately is that of digital distribution services pretending that their games don't have DRM and then using a system that requires connecting to them to install a game. This is the case of GamersGate (already discussed here a few times: example) and it is also the case of Desura.
Yes, the GamersGate DRM is rather laughable (IMPORTANT: this means I'm aware of the trick everybody uses), but the case of Desura is more problematic. I have bought Q.U.B.E., officially DRM free, and this was my experience (my experience with Desura is still small, so correct me if I said something wrong). First, it's client based, you need a client to install and to play the games. A client is not DRM by itself if you still can access your games without asking for permision to anybody, but this is not the case. The client won't install without trying to update first, which means that you have to connect to Desura to install it. Then whenever you want to install a game, the client needs to be online too. In fact, you cannot even see the games that you own and are not installed in offline mode. And the backups they say you can make are not backups. The same way it happens with Steam "backups", the only function of these are to save the download time, but you cannot install from a "backup" copy.
In summary, I cannot trust any DD anymore (besides DotEmu and GOG) when they say they are DRM free. And let's see what happens with my Deus Ex on D2D. I bought it yesterday and, when tried to install (offline), it required me to connect to the internet to activate. I have asked D2D for a refund for not advertising this requirement on their site.
Post edited December 21, 2011 by MichaelPalin