Fast Jimmy wrote...
I'm actually not fond of CdR's take on RPG. I dislike the combat. I dislike the fixed protagonist. These are not games I would normally play for RP reasons. And I'm not impressed on their public stance on DRM, as I feel DRM is ultimately needed to protect developers' work and investment. There are too many thieves around.
Just thought I would tackle this one really quick, since the thread is technically about CD Projekt's stance on DRM.
DRM is not effective at reducing piracy. It deters no one but the most casual of pirates - those who only know how to Google a bit torrent, pretty much. Cracks for DRM-required games are not difficult to break and are usually out within a few weeks of a game's release. DRM never deters piracy long-term and does not help reduce losses in large scale like it proponents advocate.
Piracy is nowhere near the problem it is claimed to be by so many.
1 - "Lost potential sales" is a myth. They attribute EVERY pirated copy into a sale that they WOULD HAVE made, and the truth is that the vast majority of those pirated copies would never have been sales (or were sales already...)
A - A ridiculous amount of people who torrent stuff will use it as a "try it, and if I like it I'll buy it" method. If you frequent places where people get torrent links, or peruse the Readme files attached to torrents, they all strongly encourage you to buy something if you try it and like it. Is this the legal way to do it, or how companies want you to try the game? No. But whole business models ARE built around the reality that if you let people try your product in its final form, if they like it they will buy from you. And those are VERY SUCCESSFUL business models. Some of these people try products they end up not liking, then they delete the download - so this is the closest to a "lost sale" - for the people who'd buy something without knowing they'd like it. But, I'd argue vehemently, you gain more "I wouldn't risked buying it, but now that I've played it through I love it and did buy it" than you lose to "I tried it from a torrent, meh, didn't like it so won't buy it."
B - There are people who download files for no-CD cracks and to remove the DRM (which is usually quite intrusive) even though they bought copies. Again, not what the companies want, but they got the sale.
C - There are thieves and cheapskates. They are a minority of people who torrent / bootleg / etc., but they exist. They are the ones that the DRM is supposed to be targetting. Problem is - the vast majority of this minority will NEVER buy a legitimate copy. If they can't get it for free, they will forgo the product. Some of these people may not think the games are worth the money, some may misguidedly think they are entitled to free copies or that they are "sticking it to the man", and some are truly poor and are getting more games than they could ever afford. In any of those cases, the DRM is still cracked (sometimes, like Starcraft 2, the night the game is released!) and they can still get their illegal copies without buying a legitimate one... and if, somehow, you did stop them from being able to do this, these are the people you would never see buy a copy anyway.
2. Good products sell, and if people like the creators of projects they WILL support said creators. Web comics, web series, free to play games - the famous experiment that Neil Gaiman did with American Gods - you give your products away for free, and your consumers will support you to the extent that they are able to afford. Look at the Kickstarters for OotS and Diesel Sweeties and Multiplex. Heck, look at the Kickstarters for games, where the donators all but demand NO DRM - and these are people who are pre-paying for a product not yet made, so clearly they aren't looking to "pirate" a copy for themselves - and you have lots of people donating well over what the price of buying the game would be.
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DRM doesn't work. It only hurts the legitimate customers and gives the companies employing it black eyes. Game companies would be far better off fostering the good will that comes from taking an anti-DRM stance (Kickstarter games, CDPR, etc.) and saving the money they waste on developing and implenting ineffective copy-protecting schemes. It's like building a five foot high fence with a gate that lets people through one at a time after checking them at the gate for "contraband" - very inconvenient for those trying to get in legitimately, but others will just jump or climb the fence, and someone will bring bolt cutters opening a huge hole that lets everyone through. Then you need to barb wire the top fo the fence, hire guards to patrol the fence, etc... and all your are "guarding" is the selling of soda from machines that you can get free refills from, and you are trying to stop people from bringing their own cups from home. Was it worth the ineffective fence, gate, barbed wire and all the guards just to ****** off your soda customers and not really stop those people with bolt cutters who start using their own lookouts for the guards? Especially if so many are taking the hole instead of the gate because it is quicker and they didn't bring their own cups but, once inside the fence, still buy the soda - they just bypassed your annoying security.
End of story.
Modifié par MerinTB, 28 avril 2013 - 04:11 .