The Alexandrian

Frank Pearce, executive producer of Starcraft II and co-founder of Blizzard, told Videogamer.com:

“The best approach from our perspective is to make sure that you’ve got a full-featured platform that people want to play on, where their friends are, where the community is.

“That’s a battle that we have a chance in. If you start talking about DRM and different technologies to try to manage it, it’s really a losing battle for us, because the community is always so much larger, and the number of people out there that want to try to counteract that technology, whether it’s because they want to pirate the game or just because it’s a curiosity for them, is much larger than our development teams.

“We need our development teams focused on content and cool features, not anti-piracy technology.”

This statement makes perfect sense.

First, the only people DRM actually hurts are legitimate customers. The pirates, after all, strip the DRM off the games and no longer have to deal with any of its hassles.

Second, even if a foolproof system of DRM were to be created (and Ubisoft may be coming close by treating single player games as if they were multiplayer games), the nature of DRM is deeply inimical to the rights of common citizens. You have a right to the fair use of copyrighted material you buy, and DRM strips you of those rights.

Third, Pearce’s assessment is correct: The best way to encourage people to be legitimate customers instead of pirates is to (a) make them want to be your customer and (b) offer a superior product. DRM gets in the way of both goals.

So Frank Pearce is absolutely right: DRM is a losing battle.

From the same article:

Starcraft II, due out on July 27, requires a one-off activation and a registered Battle.net account.

Online activation?

That’s what DRM is.

In fact, it’s exactly the sort of onerous DRM system which is inherently unethical.

It suffers from the same problem as all activation-based DRM: If Blizzard goes out of business or decides to shut down their activation servers, the installation DVD becomes a worthless coaster.

My current car is a Saturn Ion. GM recently shut down their Saturn divison. Imagine if my car needed to call up the (now defunct) Saturn Activation Servers every time I put the key in the ignition. Would any sane person tolerate that?

Ah, but Blizzard’s system is so much more reasonable, right? My Ion only needs to contact the Saturn Activation Server once and it’ll work forever… until my battery dies (or, in the cast of Starcraft 2, I need to reinstall the software). I replace the battery only to discover that the activation servers are gone and — ta-da! — my car is worthless.

And here we see the long con of DRM:

One of the first big efforts to push out activation-based DRM was the DIVX disc format: Buy a DIVX disc for cold hard cash. Then, whenever you want to watch it, pay another $4. And the disc would only play if your DIVX player was plugged into a phone line and connected with the DIVX activation servers.

Fortunately, people weren’t stupid: They flocked to the DVD format. Even though the discs were more expensive, people were willing to pay more in order to be able to control their own access to and use of their privately owned movie libraries. Even after DIVX abandoned its re-activation fees (while still offering cheaper discs), people stuck with the DRM-free DVD standard. And everyone who was stupid enough to buy DIVX was punished (as all supporters of DRM formats are inevitably punished): The DIVX servers were shut down in 2001 and all of those movies people had bought turned into coasters.

But now DRM is beginning to see wider and wider acceptance, particularly in the gaming market. And one of the reasons can be seen in Frank Pearce’s bald-faced lie: The game publishers have been pushing ever more onerous versions of DRM. They’re trying to see just how far they can go before public becomes completely outraged, and then they’ll pull back.

But they don’t actually pull back all the way: They just pull back a bit. And everyone cheers because Blizzard says DRM is a waste of time and they won’t have any DRM on Starcraft II… despite the fact they still have DRM on Starcraft II.

That’s the long con.

The game publishers are treating us all like lobsters and they’re trying to boil us alive by slowly raising the temperature of the pot.

And make no mistake. If you’re sucker enough to fall for it, you will boil alive. Because even if the corporations stick around, they aren’t going to keep the servers active: Everyone who bought DRM-laden songs from MSN Music got screwed in 2008 when Microsoft shut down the servers.

I own a vast library of media: Thousands of books, CDs, movies, and computer games line the walls of my home. And the majority of them were published by companies that no longer exist. Which means that if those products required an activation server for me to use them, they would be useless to me. (Not to mention all the other books, albums, movies, and games which were produced by companies who would no longer be supporting the activation servers for them.)

So as much as I’d like to play Starcraft II, I won’t be. And I encourage you to do the same. Because if you’re willing to support the publishing companies in taking away your own rights, you’ll have no one to blame but yourself when you get screwed.

4 Responses to “Thought of the Day – The Long Con of DRM”

  1. Justin Alexander says:

    ARCHIVED HALOSCAN COMMENTS

    Predrag
    Simply download a pirated copy of a game, play it and that’s it…
    Friday, October 15, 2010, 2:55:55 AM


    Thomas
    You should note that the login requirement isn’t the only drm. They’ve also disabled LAN, so you can’t connect to other players through any method other than battlenet. Battlenet down? Sucks to be you. You only have dial up? Say bye to multiplayer.

    In other words, they deliberately cut a feature that pre-exists battlenet so they can control their players, ban them at will, and prevent them from being able to do anything if their connection isn’t fast enough.

    Their reason for disabling LAN is, according to them, because you wouldn’t get achivements. As though anyone would care.

    It’s a real hassle. A lot of my starcraft games were LAN since I have a crap connection. If my connection bugs out on the day I buy starcraft 2, I’m demanding my money back, and pirating it.

    I hope they don’t secretly include other drms just to be sure.
    Monday, June 07, 2010, 10:49:53 PM


    Guest
    I’m sorry you own an Ion. My wife has one, we have nicknamed it, The Albatross.
    Wednesday, June 02, 2010, 6:13:40 PM


    Justin Alexander
    Really? Huh. I love the thing. Particularly the center-display dashboard design (with the accompanying tighter control on the steering wheel and the amazing turning radius). I dunno what I’m going to do when I need to look for a new car in a couple of years; hopefully somebody else will have started making cars with the same design.
    Thursday, June 03, 2010, 4:43:21 AM


    Guest
    Or buy the game, then strip the DRM? That works too.
    Wednesday, June 02, 2010, 10:17:24 AM


    Guest
    Also, a one-off activation is not necessarily an online activation. An activation entirely residing on the disc would be perpetually functional.
    Tuesday, June 08, 2010, 2:05:50 PM


    Justin Alexander
    But the requirement of a registered Battle.net account makes the online nature of the activation clear.
    Wednesday, June 09, 2010, 1:40:15 PM


    Greg
    how the hell do you propose to do this? The disc is read-only memory. So on a complete reinstall you’d have to crack it, or activate again.
    Thursday, June 10, 2010, 8:47:31 AM


    Andy P
    Countdown to “I agree, but instead of not playing Starcraft II I’m just going to pirate it – it’s not theft, it’s my right as a gamer!” in 5… 4… 3…
    Tuesday, June 01, 2010, 5:07:38 PM


    Greg
    http://www.penny-arcade.com/comic/2010/2/19/

    Sealed
    Thursday, June 10, 2010, 8:48:30 AM

  2. John says:

    I’d like to point to Tribes 2 as an example of the community beating the Long Con – when the authentication servers went down, a bunch of binary patchers got together, reverse-engineered the authentication code and the protocol, and had a de-auth patch and their own servers up and running within about three months, I believe. It can be won.

  3. edradish says:

    looking back at this article about a decade in the future…

    Seemingly one of the biggest and most influential games of the last couple of years has been Genshin Impact, a singleplayer game with a DRM scheme that requires a persistent server connection because it stores the game files itself in its servers and not on your system, therefore making it impossible to even crack by pirates.

    Looks like we’ve lost this fight.

  4. wtrmute says:

    @edradish: Theoretically a pirate could wireshark their own connection and write down what the game receives, reconstructing the remote files by sampling (any information which does not reach the client is irrelevant for the game, since it is not actually an online game and the game logic is executed locally.

    Of course, I prefer to support DRM-free games over at GOG.com. Theoretically, they could go bankrupt tomorrow, but also theoretically, I could download the installers for all the games I own there and burn them onto DVDs, so if they disappear tomorrow I can only blame myself.

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