Showing posts with label digital rights management. Show all posts
Showing posts with label digital rights management. Show all posts

Monday, November 10, 2008

On Internet Filtering

I was going to write a big diatribe about how this is destined for failure, and how we should all write letters to the Minister, and then Nicholas wrote an awesome letter.

I think you should go read that instead. Oh yeah, and write a letter. Cos Internet filtering is really stupid.

Friday, September 26, 2008

The SMH and copyright

Apparently we, in Australia, have little to fear from the copyright police. No RIAA-style grandmas in court for the Disney album little Tinkerbell downloaded from the internet, not at all! In fact, we have one of our largest newspapers telling us, despite discussing just how illegal it is, exactly how to do it.

Um. Yeah. :)

Can I get instructions for shoplifting next, please, SMH?

Wednesday, September 17, 2008

Why Digital Rights Management is lame

Digital Rights Management (DRM) is lame. Here's my most recent example of why:

Spore is a recent game designed by Will "The Sims" Wright as basically a "sim evolution" game. It's had a lot of hype and seems pretty fun for a Sims-fan like myself (although it didn't play so well on my Macbook, unfortunately). It's currently retailing in Australian computer game shops for around $90-100. Which is a lot for a game, in my opinion.

In order for EA (the publishers) to extract as much money as possible from people who wish to play the game, they decided to put DRM on the game. This is pretty standard practice in the game industry. Usually the DRM is along the lines of "you have to register online to play" or something that makes it really hard to rip a copy of the disk using basic disk ripping tools. Or registration keys, etc. etc. Game distributors know that it's pretty much inevitable that their games will end up being pirated anyway, since hackers are pretty smart and like to get things for free, so will poke away at it until they succeed. So DRM acts basically as a "speed bump", hopefully slowing the flow of pirated copies until the first couple of weeks sales (which is usually when games sell the most copies) come in.

This time, however, EA decided to a) get greedy, and b) piss off their customers more than usual with DRM by using a 3 installs and you're out system. Now considering that it's actually recommended that you reinstall Windows at least once a year or so, this effectively gives your copy of the game 3 years if you're particularly careful (not of course, barring the fact that you may end up buying a replacement computer and wanting to install it on that, or you get infected with a virus and need to reinstall, etc.).

So given that DRM is really just a "speed bump", this is lame, lame lame. Why? Because even before Spore was available for sale, a leaked, pirated, cracked copy was available to download, that was playable without having to worry about how many times it was installed. The DRM was effectively useless. And it seriously disadvantaged the people who actually bought the game, leaving pirates, once again, the winners of the DRM game, and people who want to support the games industry the losers.

More Spore DRM fun:
Spore DRM is a screw-up: "Firstly, SecuROM [(the DRM tool EA used)] didn't even work, as the game was pirated before release. Secondly, this game was much anticipated by gamers as one of the most significant releases of the year, so the idea that you could not have a single worldwide release date, and expect people in North America to resist the temptation to pirate it was just silly."

Spore rated down on Amazon as a protest against its DRM: "[Jeff Brown, vice president of corporate communications at EA] described EA’s SecuROM DRM as standard for the industry and cited Apple’s practice of only allowing downloaded music to be played on three devices. “We are extremely pleased with the popularity of Spore and the critical response to it,” he said. The latest figures on Amazon are 1,676 one-star reviews out of 1,812."