Thanks for the link, it was a very interesting article and it makes some very good points. I was aware of the day zero piracy issue, but didn't consider casual piracy of sharing the game with friends.
So to protect games, copy protection or DRM doesn't need to be impervious to piracy, it simply needs to hinder casual piracy and day-zero piracy, and also not only make the process more of a hassle for would-be pirates, but place uncertainty in their minds as to how long it will actually take to get their hands on a working bug-free crack for the game.
This part of it though just reifnorces my confidence in my suggestion. They can use any DRM they want at release as long as they relase a version that requires no more than a simple disc check a month or two afterwards.
You're quite welcome! As for your suggestion, I agree completely, with one small difference: They should release the no-DRM patch (at most) a few days after the game is officially hacked. I sometimes wonder why the vast majority of game companies don't do this while those who do only do so months or years afterwards. This also makes me think of Ubisoft's latest overkill DRM; I specifically remember them mentioning that they would do exactly what I suggested. However, it has now been almost half a year since the DRM was hacked in AC2 yet I haven't seen a no-DRM patch for that game (besides the illegal ones).
Then again, there was the case where Irrational Games was heavily criticised for using SecuROM in Bioshock. Then they were criticised again when they finally patched out the DRM (people made comments such as: "See! Even they admit that SecuROM doesn't work!"). Then there's the case where one of the people involved with StarForce said this about DRM:
http://www.glop.org/starforce/images/starforce-official-words.png (if anyone is interested in what the whole topic says, you may find it http://web.archive.org/web/20060315053154/http://www.star-force.com/forum/index.php?showtopic=670)
The Boycott StarForce website then uses this statement to reply:
Indeed, Starforce isn't really doing its job, and it's causing so much trouble to the users that the Starforce team itself ask the game publishers to remove it. Enough said.
As well as spreading a large number of other hoaxes and falsehoods about StarForce (NOTE: I am not defending StarForce or saying that it is a good thing, I'm merely stating that BSF has a lot of inaccurate rumours about it).
Just remebered, here's an article which pretty much established my view points of Steam and why I refuse to use it:
1. http://www.thealexandrian.net/archive/archive2010-06.html#20100601 <- online activation in general
2. http://www.thealexandrian.net/archive/archive2010-09.html#20100930 <- Steam specific
For that first article, I suspect that both Frank Pierce and the article writer don't know the whole story about DRM. This revelation would put to rest most (if not all) the issues brought up in that article. In this regard, I think the article writer would do well to read the article I have been mentioning in this topic. As for DIVX: According to Wikipedia, DIVX was never meant to compete with DVDs. Rather, it was meant to be an alternative to renting a video.
As for the second question, I have just one question: WHY IS HE STILL USING WINDOWS 2000? Surely, by now, the VAST majority of PC users would have migrated to at least Win XP by now. According to http://www.thealexandrian.net/archive/archive2010-09.html#20100930, Win 2000 would fit somewhere in the 6.32% not accounted for in that median. Anyway, I'm also not surprised that Valve would end support, since Microsoft ended support one-and-a-half months before them. I suspect that Valve doesn't want to potentially help expose their users to vulnerabilities that MS was no longer going to patch while also reducing their costs.
1. He was inflating the statistics to show that even when you take things above porportion, it is still messed up. Whole it may not be exactly 10%, he was using it as an example. So even if 10% isn't correct, which I agree it wouldnt be, doesn't that further prove that things are messed up of far less then 10% of jail broken iphones are not used for pirated games? It just shows that even fewer people are pirating games then the media makes it out to be.
2. Why are you talking about free games? We are talking about pirated games. Point is moot.
3. Yes. but how is that related to why piracy isnt as big a problem as it is made out to be? Its not. Again, moot point, carry on.
4. Again, free games are not related to the topic.
First of all, let me remind you that what you are replying to is a clearly-labeled incomplete post. What you've basically done is the eqivalent of someone talking a bit about a topic, pauses for a while before they continue, then you swoop in and make comments about what has been said while the person has paused and before they have said the rest. In short, that behavior is rude and it breaks the flow of the conversation. If I were in your position, I would have waited for the other person (me) to finish before making a reply.
As for your reply itself, it seems that you have missed the point of what I am saying (partly helped by the fact that you didn't let me finish my post). Basically:
1. My comment has nothing to do with the author inflating or defalting their statistics. What I am saying that the author is not correct in saying that one statistic that applies to the
entire iPhone user demographic equally applies to one section of the iPhone demographic (the gamers). In short: 10% of all iPhones are jailbroken, therefore 10% of all iPhone gamers have a jailbroken phone. This is equivalent to stating that: "There are 1000 litres of water in this pond and 1000 tadpoles in it. Therefore, if I scoop out 1 liter of water, there will be 1 tadpole in that litre." Unfortunately for the article writer, making that assumption means that everything noted in the "iPhone piracy" section is a http://en.wikipedia.org/wiki/Fallacy_of_division.
2, 3 and 4.
You have completely missed the point. Let me try explain it again:
1. Some iPhone users don't want apps on their phone. Users that don't want apps accounts for some of the normal phones and none of the jailbroken.
2. Of the users that want apps, some will find all they need on the iPhone's app store. Therefore, they don't need a jailbroken phone. Users that find everything they need on the app store accounts for some of the normal iPhones and none of the jailbroken. It also accounts for most of the legit gamers.
3. (BTW, Wikipedia confirms that there are free apps on the iPhone store) What I am trying to say is that if you need an application to do a certain task, it is very likely that someone has already designed a program that does this and released it for free. In the case of PCs, you could spend some money on a disc burner like Alcohol 120% or Nero OR you could find a program that does exactly the same thing for free (such as http://www.techsupportalert.com/best-free-cd-dvd-burning-software.htm). It is only really niche products that don't have free alternatives. This means that if you need an app that adds specific functionality to your iPhone, you will almost always find what you need for free on the app store, which means that you won't need a jailbroken phone to download a pirated app.
4. Okay, I'll admit that when I made this point, I was thinking more about the PC than the iPhone and was in a bit of a rush.
Now that I have replied to your post, I will finish off my previous post:
I see a number of problems with those two articles.
For the first, the author makes way, way too many assumptions. One example is the iPhone piracy anolysis. Just because 10% of all iPhones are jailbroken, it doesn't automatically mean that 10% of iPhones used to play games are jailbroken. I imagine that most iPhone users are not interested in gaming.
First, there are some iPhone users who don't want or need to install anything else on their phone, which accounts for some of the normal iPhones and none of the jailbroken.
Second, of those that do want apps, some will find all they need on the app store, which again accounts for some of the normal phones and none of the jailbroken.
Third, (I'm not sure if there are free iPhone apps available in the app store so I could be wrong here)(free apps do exist on the app store) if you're looking for popular software, you can usually find it for (legally) free. Email? Yes, that's free. Web browsing? That's free too. Office suite? We have those too? Any commonly used software? There probably is free software for that. Which means that if there are free apps available on the app store, that part of the market is satisfied too.
Fourth, (continuing from 3) in comparison to the number of free programs available for commonly used tasks, how many legally free games can you mention that can compare to the ones you have to buy? This means that if you are an iPhone gamer that wants some high-quality games available for free, you will have to look elsewhere (and this isn't Apple's fault, people just don't want to make high-quality free games).(Okay, when I made this point, I was thinking more of the PC than the iPhone and I was in a bit of a rush.)
So basically, I am not arguing whether or not "80% of all paid-for games are pirated" is accurate, I'm saying that there are so many variables to consider which the author has not included that there is not enough information available in the article to prove that the people reporting 80% are liars or misinformed. And until there is enough information to prove this, the iPhone piracy section is basically a http://en.wikipedia.org/wiki/Fallacy_of_division.
As for the "PC game piracy" section,
game pirates might download a new game every few days is complete speculation and probably nowhere near accurate for most pirates. Next, piracy is secretive and dishonest behavior. Therefore, it doesn't surprise me that only 4% of PC gamers would admit piracy, especially when this figure is reported as being similar to Xbox 360 piracy, even though it is a known fact that piracy on the consoles is more difficult than the PC. What this does tell me is that most pirates are liars, even if their answers are gathered anonomously, and http://www.tweakguides.com/Piracy_4.html explains why this would be so:
Let's pause for a moment and consider the following: there's no such thing as 'conclusive evidence' when it comes to piracy. Why? Because by definition piracy is an illegal activity, and thus is deliberately hidden from view. People conducting piracy don't include details of such activities in any official forms they fill out and send to the tax office for example. Individuals engaging in piracy also have a high probability of falsely reporting the extent and nature of their illegal activities and intentions in various surveys and studies, partly due to the negative perceptions they may face, partly to justify their own actions, and partly out of fear of being prosecuted. I worked for several years in the Australian Bureau of Statistics, and I know that statisticians are taught never to apply any moral standards to measuring illegal activities. They strive to measure both legal and illegal activities equally where they are significant enough for inclusion. The problem lies in the fact that it's very difficult to accurately measure piracy, thus there is no conclusive data on piracy which everyone will accept.
The article then goes on to show a number of statistics for piracy, including a graph showing piracy rates that are much larger than the piracy rates the Wolfire article calculated. Then there are the torrent download figures the Tweakguides article collects which show the top 6 Fallout 3 torrents being downloaded 271,563 times for the PC version in a one month period after it was released, 19,988 times for the Xbox 360 version and 0 times for the PS3 version. Finally, the piracy rates posted by the Wolfire website don't explain why Pete Hines (Vice President of Development in Bethesda Softworks) complained 2 years ago that the solution to a large portion of their support calls was to ditch the pirated copy the "customer" was using and that other companies had mentioned that piracy accounts for a third to half of
their costs (and that's only the cases where the support department manages to work out that the game is pirated; support is usually reluctant to call anyone out). Also note that Bethesda does not use piracy as a motivation to use intrusive DRM or anything for that matter. So before you accuse Mr. Hines of being a liar, ask yourself why. What reason would he have to lie about their support costs?
As for the section "Why are PC games really losing sales?", it is concluded that few gamers are pirates. However, when you consider the information I have noted above, the accuracy of this statement becomes very questionable.
It's easier for these developers to point their fingers at pirates than to face the real problem, just as easily as it is for people not in the commercial gaming industry to point their fingers at anything except piracy than to face the real problem. Did they ever stop to consider that maybe the reason we have an abundance of bad console ports is because of piracy? I mean really, what logical reason can they cook up for game companies suddenly starting to create bad PC ports, if not piracy? Also, I've already mentioned that game companies don't actually like using DRM so why do they continue using it if piracy isn't a major problem?
Why does Blizzard succeed where everyone else fails? It's because Blizzard's games are almost, if not as, moddable as any of Bethesda's games. For example, Warcraft 3's most popular map (DOTA) changes the game from an RTS into something that more closely resembles an Action/Adventure game. Since we can see the popularity modding adds to a game's success by looking at Bethesda's releases, this easily explains why Blizzard games are very popular. As for their Humble Indie bundle, which they greatly laud as a sucess with a total income of $1,273,613, I see it as a bit of a failure when compared to commercial releases. If we take Modern Warfare 2's worst-case scenario sales of 200,000 in it's first two months and multiply it by $40 per game (remember, these are actual sales, not theoretical or calculated figures), we get a total income of $8 million. This means that MW2, in it's first two months, did almost 6 times better than the entire HIB did in it's entire lifetime. If we take each game in the Humble Bundle and split the income equally between the five, we see that MW2 did 31.41 times better than each game in the bundle.
As for the second article, it looks more like a rant than a neutral, educated and sourced anolysis of the issue. Basically, the writer implies ignorance from the very first paragraph when he tries to say that porting a game between console and PC is extremely easy. It is not! The two platforms use diffrent operating systems, different hardware and different control schemes. Basically, it would be easier to port a Windows game over to the Mac or Linux than to port a game between console and PC. In that case however, Mac and Linux OSs aren't popular whereas Windows and the consoles are, therefore the income from a PC/console port justifies the costs of creating it.
Also, it is highly obvious that the writer either intentionally or accidentally doesn't give the whole story concerning DRM and piracy.
On the issue of piracy, I think this whole subject is just a media talking point because there wasn't another cute blond Caucasian girl abducted today for them to scare people over. Why can't it be because piracy is a serious problem?
The next three paragraph then degrade into unsourced speculation. If you want to hack a speam account, you need to acquire someone's password, which requires either installing a keylogger on their PC or making them reveal it to you. As for Windows, it is easier to hack because all the information the hacker needs is on the installation disc. It's just a question of reverse-engineering the essential files then modifying them appropriately. That's also why Ubisoft's DRM took so long to crack, not all of the files required to play the game were stored on the user's PC.
Next two paragraghs are, again, unsourced speculation that research easily disproves. Ubisoft used exactly the DRM the writer suggests and we see exactly how far that got them. His expensive hardware anology is also wrong. Take almost any game released after 2006 and plug it into a computer using a Pentium D with 2GB of RAM and a Geforce 8600 or ATI's equivalent and I can almost guarantee that you will be able to play the game (not necessarily on highest settings). I had a PC with a P4, 2GB RAM and GeForce 7950 and it ran Fallout 3 with the same FPS as Oblivion (oh, and Crysis is extremely playable on this PC as well).
Then I move on to his medicine example. He fails to give the whole story yet again. What he conveniently fails to mention is that before a pharmaceutical company can sell even a single pill, they have to discover the medicine by spending billions on researching it first (after all, you can't sell something that doesn't exist). After the medicine is researched, it has to pass a series of stringent tests before it can be marketed. So basically, the $580 initial price was what Pharma thought would be the price required to recouperate their research costs (and did I mention that current medical laws only give the company 5 years, IIRC, to make back their costs before their research becomes public domain). It might sound cruel to charge these kinds of prices for medicine but the fact of the matter is that if pharmaceutical companies didn't risk billions of dollars on researching these medicines, there would
be no medicine, period. The Brazilian goverment could afford to make the drug for 65c each, because first, it is a goverment and second, they weren't required to spend billions on R&D. If the brazilian goverment was not so interested in believing lies, a better solution would have been that they use some of their fat oil cheque to subsidise the medicine. Unfortunately, if organisations make a habit of undercutting the medical companies' recovery operations, it will eventually lead to these medical companies closing down their R&D departments and then we'll never see a new medicine get invented by them.
True, it's hard to have sympathy for greed vs. life. However, there
is no greed here, only ignorance vs. life. It's also correct that this example can be applied to game companies as well (with the whole story, of course). Game companies spend millions of dollars on R&D for their games, and their initial prices are targeted at recouperating these expenses. If piracy regularly undercuts these attempts (which is exactly what is happening right now), companies will either close down, charge higher prices or move development onto platforms that are less prone to piracy (again, exactly what is happening right now).
There is also a flaw in the writer's anology that all games shold be sold for $10; has he stopped to consider that maybe this isn't a realistic starting price? For example, Crysis cost Crytek $22 million to make. If Crysis were only sold for $10, that means they would have to make 2.2 million sales just to recover their cost of development, let alone marketing and distribution. Also, this doesn't explain why the creaters of World of Goo and Machinarium (which both sold for $20 each (3x less than the average game at the time) and had no intrusive DRM) both found piracy rates of 90 - 95%. In fact, it got so bad that the creaters of Machinarium have had to host a "pirate redemption sale" and place their game in the second Humble Indie Bundle.
So to summarise, I can't see either of these articles contributing anything meaningful to the argument of whether piracy is a problem. At the end of the day, http://www.tweakguides.com/Piracy_1.html from my first post here is, by far, the most reliable and informative article I have found so far dealing with the issues of piracy and DRM. So in summary, if we want the issues of high prices, DRM and most bad PC ports to end, some effort in reducing or eliminating piracy
has to be made. If not, we'll only see current problems get worse.