It's really going to be a giant [censored] slap across the face the day Valve goes bankrupt or the something happens to the company and they have to shut down rendering all games unplayable.
True, as of now, I can still play games over ten years old, as long as I still have the disc, some games, if they're old enough, might have trouble running on modern computers, but if you can get them to work, you can still play them without problems, but with all this Steam and online registration certain games require, I fear that I won't be able to say the same for those games. The one comforting fact is that as of now, Valve doesn't seem to be in any danger of going bankrupt, but who can say how long that can last? I only hope that if Valve should go bankrupt or Steam should become unavailable for any other reason, I'll have lost interest in any games requiring it by then.
Steam is alright, but I really don't use it to purchase games. I honesty prefer just to buy the disc. I did a digital download for fallout 3 through gamestop then out of no where it somehow got unregistered and was asking me to buy the game all over agian, had to log into my acount and re-register it. Digital downloads PERIOD are annoying whether its steam, GFWL, gamestop or any other website.
I refuse to buy any game through digital distribution, if game developers want my money, they need to give me a physical copy of the disc, even for games that require Steam, I still buy them on disc rather than through Steam, and if any game is only available through Steam, than I'm not touching it, no matter how good it is.
Every DRM option has been worked around. Even Ubi's cloud [censored] has been cracked. DRM isn't here to completely eliminate piracy. It's here to make piracy more difficult so casual pirates won't pirate. Isn't the process of pirating a steam game rather more complex and involved than typical "torrent game, torrent crack, profit" too? I haven't looked too deeply into it because I'm a legit steam user, but I was under the impression it required you to set up a closed network to use the cracked steamgame.
That's just it, no matter what type of DRM scheme you use for your game, it's going to get cracked, if it hasn't been already. Now, maybe with a bit of copy protection, you
might succeed in making it harder to pirate the game, thus discouraging some pirated (This, of course, assumes that it actually makes it harder for people who aren't willing to buy the game to just download a torrent of it and use that. It's not going to do any good if pirates can just upload a cracked copy of the game that will no longer have any difficulties due to DRM usage.) but DRM has also repeatedly proven to be able to make users very, very angry, so much so that they might refuse to play the game because of it, and that's not something you want. In the end, if you provide a certain commercial service or product, video games included, customers are where your money comes from, and they can stop giving you there money if they don't like what they're doing. Now, customers may be able to take some degree of abuse if it means getting the product they want, but it's probably a wise business practice not to test just how far that can last if it's not necessary, and intrusive DRM does just that. Even if it does succeed in reducing some piracy, it has also caused some gamers to refuse to buy certain games over it, and there's no guarentee that those potential pirates who did not pirate it because of DRM will actually buy it, they might just go play some other game. So have any extra sales any company might have at any point gained from requiring online registration for their game or limied installs or anything like that actually offseted the customers who were driven away by it? Somehow, I doubt it. But even if it has, there's no guarentee that you can just increase how strict the DRM is and expect your sales to steadily increase. In the end, there needs to be a limit to how far companies will punish legitimate customers in the hopes of stopping piracy. because if you take it too far, even if you succeed in stopping piracy, it will be because no one is playing your game, whether pirates or paying customers.
It seems to me that companies often fail to consider a few factors as well, if they would, maybe they'd realize that draconian DRM might not be the way to go.
Not every gamer is a pirate, companies seem to assume that everyone will pirate games if they can and the only way to prevent piracy is to make it so no one can pirate the game, some customers are perfectly willing to support the games they want to play, and would choose to buy their games even when they can pirate them.
Not every potential customer the game doesn't get sold to did not buy it because they decided to pirate it instead. There are other reasons someone might not buy a game, like say... maybe it isn't available in their area, or they can't afford it (Not everyone has infinate money to pour into gaming, after all.) or (gasp) they actually don't want to play the game! I know that's hard to believe, but not everyone in the world who plays games necessarily wants to buy a specific game.
Not everyone who would pirate the game will buy it if they can't pirate it. Some might have chosen to pirate the game because they can't or don'5t want to buy it, and if they can't pirate it, they might just not buy it.
Instead of trying to come up with new ways to prevent piracy while screwing over paying customers, developers should perhaps instead consider how to ensure that the paying customers still
want to buy their game.
I wasn't counting downloading, since a lot of people choose to download their games regardless, like on Steam. Finding a cracked copy is as easy as a search on a popular torrent site, where as the code wheel thing would take finding the proper answers on a forum or something, which might take some searching, and printing out the codes, as well as the actual inputting of them. Seems like more of a hassle to me.
Probably not enough of a hassle to make people want to pay for the game if they wouldn't be willing to do it before. And in any case, I would say code wheels and other such nonsense is a terrible idea to begin with even before the internet killed any chance of it actually stoping piracy, I shouldn't have to answer some silly trivia question or go through some other boring and stupid excercize just to play the game, that's even more intrusive than needing to activate the game online or through some third party program.
Besides, why are you assuming the information wouldn't be available on popular gaming sites? It would probably not be long before it makes its way onto Gamefaqs or something if the game is popular.