Analysis: Digital Rights Management in PC gaming
- February 25, 2010 10:42 AM PST
A controversial Assassin's Creed II digital rights management (DRM) measure has PC gamers in a rage over anti-piracy measures that punish the gamer more than they prevent piracy. GamePro investigates DRM and asks publishers and pirates what works, what needs work, and how creators can protect their IP without pissing off paying customers.
Illegal software distribution has plagued developers since the days of the floppy disk, and even now PC game publishers are still struggling to prevent piracy. Contemporary copy protection schemes can be as complicated as online verification checks or as simple as entering a 16-digit product key while installing a game; but the one thing all DRM systems have in common is a limited shelf life.
"Every copy protection scheme gets cracked, it's just a matter of time," Stardock CEO Brad Wardell tells GamePro. Through Stardock’s online games distribution service, Impulse, the company has spearheaded new DRM measures that respect the rights of the player.
"It makes me very angry to see our stuff pirated, but that's an emotional reaction," Wardell continues. "The logical reaction is to reward the customers who do buy your product when they could get it elsewhere for free."
Rewarding paying customers with added content is a popular piracy deterrent (e.g. the PC releases of Mass Effect 2 and Left 4 Dead 2), however, Ubisoft doesn't plan on taking that route with their new DRM system. The company announced that starting with Assassin's Creed II, all of its PC games would use a new online-only system that stores user data and saved games on Ubisoft’s servers rather than on the player's computer.
Press outlets previewing the game on PC were the first to get a look at the system, which requires constant access to the internet in order to play the game. As reported by PC Gamer UK, losing your internet connection in Assassin’s Creed II immediately halts gameplay while the system tries to reconnect. If it fails, all progress is lost up to the previous checkpoint.
The new system is controversial, drawing outrage from users on several different news outlets. GamePro user Falen1138 sounds off, "I will NEVER AGAIN buy a UbiSoft [sic] game if they do this," citing how unfair it was of Ubisoft to assume all users would have constant internet access.
Ubisoft responded to the outcry with conciliatory remarks and frustration over the state of the PC software market in a follow-up phone interview with PC Gamer UK. "Piracy is a big, huge, hairy problem," an unidentified Ubisoft representative tells them. "It's a [PC] market that suffered a lot because of piracy, and we're all just trying to figure out what we think is the best way to deal with it."
Though Ubisoft could not be reached for comment on this article, we were able to contact people directly affected by the new DRM. ManCat, a 25-year-old software pirate, agreed to speak with us on the condition that we not use his real name:
"I'd buy more shit if the system wasn't so stupid," he says. ManCat has been illegally downloading movies, music and games for more than 10 years, claiming restrictive DRM policies are his primary motivation for theft. "If I download something legally from iTunes or Steam, I don't have full control over my own purchase; I'm not allowed to transfer my music between machines or loan my game to a friend. Perversely, if I pirate a game or a movie I can do whatever I want with that file."
Like many consumers, ManCat feels his complaints are falling on deaf ears. Companies like Stardock Entertainment and Good Old Games say they're listening, however, and they believe abandoning the arms race entirely is a better business decision than trying to stay ahead of software criminals. Wardell claims sales have actually improved since the company relaxed their DRM policies.
"Requiring players to constantly check in with Ubisoft servers is just bad business because it inconveniences honest customers while rewarding successful pirates with a less invasive experience," says Wardell. "Plus Ubisoft is stuck paying the server overhead of an MMORPG, without the monthly revenue."
Many thieves hide behind moral outrage, however, as an easy excuse to avoid paying for games. Big publishers like Ubisoft are justifiably concerned about losing millions of potential sales to illegal distribution; Call of Duty: Modern Warfare 2 managed to become the most pirated game of 2009 despite not hitting shelves until November. Even if less than one percent of the estimated 4 million downloads equated to a lost sale, that still means Activision and Infinity Ward lost more than 25,000 customers in just two months.
So why aren't smaller companies like Stardock more concerned? "Small publishers need audience exposure, so protecting their content from being pirated actually has a negative effect," Bill Rosenblatt responds. As a digital rights expert and founder of GiantSteps Media Technology Strategies, Rosenblatt spends a great deal of time analyzing copy protection schemes.
Rosenblatt tells GamePro that despite vocal oppposition, DRM software like StarForce and SecuROM aren't going away. "Big names like EA and Ubisoft, they don't need exposure anymore," he says. "What they need now is to protect their intellectual property from theft."
It's not clear, however, that copy protection ever effectively deterred software criminals. When illegal distribution first became a serious issue during the 1980s, PC software developers like Infocom and Sierra attempted to maintain control of their products by bundling games with gratuitous goodies that doubled as DRM. Players were usually required to consult a game's manual for fictional codes or recipes in order to play; The Secret of Monkey Island included an infamous "Dial-A-Pirate" spinning toy that doubled as a copy protection code wheel.
These "feelie" extras were effective at deterring pirates. But then the internet came along and made subverting static copy protection -- literally -- child's play. In response, developers began including unique serial keys to verify software, a practice that continues even now (e.g. The Sims 3).
"Activation codes have consistently proven to be effective in combating illegal distribution," says Rosenblatt. "Software vendors are focused on the bottom line; they wouldn't use DRM that doesn't work."
Yet publishers sometimes push copy protection past the point of reasonable return, and players have to fight back. In 2008 Electronic Arts listened to public outrage (and a class action lawsuit) over Spore's invasive SecuRom copy protection software, relaxing the maximum install limit and backpedaling on early claims that the game would demand online license verification at regular intervals. EA did the same for Mass Effect on PC later that year, and in 2010 Mass Effect 2 was released with no DRM strategy beyond a simple disc check (and the promise of bonus content via the Cerberus Network.)
"Effective DRM demands consumer activism and community standards for what is acceptable," says Rosenblatt. "We need organizations like Reclaim Your Game to publicly endorse consumer-friendly DRM strategies and the games that include them."
Reclaim Your Game (RYG) is a consumer advocacy group formed in the wake of EA's announcement that the original Mass Effect would require online verification every ten days. The group has quickly become the premiere DRM testing community and works with DRM vendors like StarForce and ByteShield to evaluate various copy protection schemes.
"The plan right now is to continue to provide clear and precise updates on DRM and DRM systems provided within the gaming industry," RYG representative Ulysses Mockett tells GamePro. "We believe in the need for the industry to provide fair and end-user friendly DRM schemes which strikes a balance between protecting [publisher's] games and providing gamers with a stress-free and enjoyable experience, and we invite Ubisoft to have their product independently evaluated by RYG."
The DRM debate has always been a tug of war between consumers and creators, so perhaps the solution is to put a neutral third party in the middle. While RYG is strictly a volunteer endeavor, there's nothing stopping a non-profit DRM rating board from informing consumers about their buying decisions.
"It's a smart idea, and I hope game companies listen," ManCat says after hearing about RYG from GamePro. "I like buying games to play with friends and earn Achievements, so I only download cracked versions of single-player games with ridiculous DRM. The sooner they [game publishers] start respecting their fans, the sooner I'll pay for Assassin's Creed II."
Comments [28]
-
- 1
- 2
- 3
-
- Feb 25 2010 at 12:26:34:PM PST
-
Personally, I have never pirated a game. I just don't believe in it. I am not a PC gamer anymore, so this sort of thing does not directly affect me.
Having said that, I know a heck of a lot of PC gamers who pirate games. They only pirate games when it is going to make their lives easier. For instance, they will not illegally download a game if the DRM is fair. However, you can bet your arse that they are going to pirate Assassins Creed 2 simply because it will be easier than buying it and they don't always have to be online when they play it. Ubisoft is only forcing people to steal the game with DRM like this.
- Vote:
- Down
- Up
- +2
- report user
The only people who really benefit from DRM are the security/IP companies and consultants that make a living from it. Are you surprised that a representative of that industry talks about how companies "need to protect their intellectual property", when he knows full well that they can't and never will, and that game sales are not nearly as affected as they claim since your average pirate has no intention of purchasing the software anyway. So long as he keeps getting a paycheck for fear mongering, he'll chicken-little from the rooftops.
People are either going to buy the software, or they are not. DRM is literally a company spending time, money, and resources on people who aren't their customers and likely never would have been. Makes sense, right? Maybe they should stop cutting checks to IP lawyers and consultants, and use the resources for, I dunno, product development.
And anyone who believes pirates are forcing EA to eat peanut butter sandwiches so they can afford the rent, well...
- Vote:
- Down
- Up
- +1
- report user
Kick ass story Alex.
Incentive-based reasons for purchasing a game, like being able to play multiplayer with your friends, or access to more levels or modes or something seems to be the way to go right now. Regardless of what DRM these companies use it seems the games always get pirated ... maybe not right away, but with the wealth of awesome games out there to play, pirates have plenty of patience to wait for someone to do the deed and crack the DRM.
- Vote:
- Down
- Up
- +1
- report user
Well in terms of the ubisoft system and similar ones a frustration is the whole issue of it requiring servers to be run and we know how happy companies are to shut those down. So older games will become unplayable in time. Well except for the pirates will patch out this ludicrous scheme.
- Vote:
- Down
- Up
- +0
- report user
The proliferation of ever-obtuse DRM schemes over the years has probably contributed the most to the death of PC gaming. DRM does nothing but punish the legitimate purchaser of a computer game, while the pirate who has it cracked will get to play it minus all the drawbacks. Furthermore, a DRM scheme like that proposed for Assassin's Creed 2 will only lead to one thing: one day in the future the game will stop working. Ubisoft might as well print an expiration date on the packaging of the game. The bean counters in these companies need to get it through their heads that pirates will never buy their software, so that cannot be considered "lost" revenue. If anything, this DRM will cause the sales of AC II to be a lot lower that it would have been if all it required was a disc check.
- Vote:
- Down
- Up
- +0
- report user
Ottergame wrote:
And anyone who believes pirates are forcing EA to eat peanut butter sandwiches so they can afford the rent, well...
LOL it's the journalists who are eating peanut butter sandwiches so they can afford the rent, and piracy has nothing to do with it! haha
- Vote:
- Down
- Up
- +0
- report user
Restrictive DRM measures only hurt legitimate paying customers. There is not going to be anyway to stop piracy regardless of the platform the software resides on. Sure, it may stop Joe-Casual user from being able to share the game with his friends but it will not stop the current trend of code-savvy individuals from finding a way to play for free.
- Vote:
- Down
- Up
- +0
- report user
DRM like this is only makes piracy more popular. Gabe Newell and the director of gog.com said that if pirating a game and playing it is easier than buying a game and playing it, then you have a problem.
PIracy happens with everything. You can't stop it. PC devs seem to be doing fine these days. None are rally shutting down or going bankrupt like the console devs. Mainly because far more people rent and borrow or buy used games on consoles. That hurts devs as well.
But concerning this DRM. Dumb move. Funny and good article btw.
I'm loving the PC spotlight. First the MMO editorial and now this.
- Vote:
- Down
- Up
- +1
- report user