Gildan Bladeborn said:
The fundamental reason I can't support or forgive moves like this is that they're the nuclear option to fix a problem that doesn't exist - piracy isn't on a one to one basis with "lost sales", and you would think somebody at a publishing company would have caught on to that by this point. The points you make about smaller budget and indie titles not needing this sort of DRM are spot on, but that's because nothing needs this sort of DRM.
The thing about human nature is you can't make people honest via better locks and surveillance systems - you might discourage would be thieves from actually going through with it, but there's a difference between stopping them from swiping your stuff and turning them into model customers. In the conventional retail market, reasonable security measures make sense, because shrinkage reduces available inventory and therefore directly impacts the bottom line.
Software piracy though is making a perfect digital copy of a set of data - there are no physical units being removed, and thus the act of copying itself does not directly imply a loss has been occurred. In the meatspace environ, when you stop a thief from taking your inventory, you benefit because that's money you didn't just lose; in the digital environ, you stopped a would be pirate, and you have exactly as much money as you would have had if you hadn't - there's not even a tenuous basis to suggest that thwarting a pirate, somebody who was willing to stiff you completely, suddenly makes them turn around and purchase the product they were just trying to take without paying.
So it doesn't save you any money, because selling 100 units with 0 copies pirated and selling 100 units with 1,000,000 copies pirated both net you the same revenue stream, and the security measures you're putting in place are the virtual equivalent to mandatory strip searches and polygraph tests at the entrance of a grocery store. And of course designing and maintaining this DRM system (or hiring a 3rd party to do it for you ala SecuROM) itself costs money, so publishers are paying for the privelege of alienating the only customers that matter (their customers) while chasing the vain hope that these unnecessary hoops will effect a miraculous transformation and change scoundrels into saints.
This is why DRM is stupid and offensive: Piracy is irrelevant. The solution to video game piracy is to ignore it, and put the time, money, and effort you waste right now futilely trying to alter human nature to better use. Just think - if publishers weren't spending so much money on DRM, they could probably cut prices across the board and actually increase sales! Or spend it on better quality control, marketing, basically anything that might help to make that key segment of the population, the part that actually wants to pay for stuff, decide to spend their money on your stuff.
I really don't expect any of them to do that though, because that would make far too much sense.
The thing is I am going to have to have to disagree with you that Piracy is irrelevant because it so clearly is extremely relevant to the overall health of PC gaming.
And just because the statement "every pirated copy is a lost sale" is false, that does NOT mean the inverse (no pirated copies caused lost sales) is somehow true.
There are more gaming PCs out there than total number of Xbox 360, PS3 and PS2 consoles combined yet PC game sales have been falling at a faster rate than online wholesale and digital distribution can account for. PC game sales make up a smaller revenue than consoles (even adjusting for hardware, licensing and price differences) which means developers can easily release a game for PS3 or 360 and make a profit yet will find it an incredible struggle with a PC-only release (especially with a AAA, high budget $20+ million game).
I think it is undeniable that a significant number of sales ARE lost to piracy, there is no way the presence of free copies of a product cannot be a negative factor and the rise of mass bit-torrent of these expensive games and previous PC-only developers move into console as well shows that the affect is non trivial. Things have changed from the old days of piracy of trading data on a use-net, now anyone is a google search away from a 5-finger discount.
Don't cling to the logical fallacy that because the publishers resort to hyperbole (every pirate is a lost sale) that the piracy issue itself can be dismissed. Games are not selling as well on PC as they should.
The thing is the publishers HAVE to do something about Piracy! They can't just ignore it and hope the problem will resolve itself, it won't, it's simple market forces.
But one thing the publishers have to realise is piracy will ALWAYS exist! Their games will ALWAYS get cracked and they WILL find their way online and readily available to anybody who searches for them. Publishers of PC games have to look to other successful business models on PC which succeed by offering more than just and infinitely copyable product. They need to slow, inconvenience and sabotage the cracking process as much as possible and at the same time ensure that the DRM means the legitimate version will ALWAYS be the better quality for the consumer and a better environment for the developer.
Carrot and stick; stick for those who pirate (buggy crack, lack online support features), carrot for those who buy legit.
You say DRM is better spent on anything else to do with the game design, but for a Product that retails at $45-£30 that is not something that cannot just be released into the wild, the very fact that they are so expensive makes them so risky to piracy.
Never mind about the philosophical debate of "is piracy the same as theft?" the point is if your game is replicating uncontrollably online, how can you possibly sell your product to someone who already owns the pirated version? they just won't be interested. It they download a pirated copy, they clearly are interested in the game, a significant proportion of those would likely have bought the game (eventually, maybe after enough price cuts) if no pirated copy had been available.
"the security measures you're putting in place are the virtual equivalent to mandatory strip searches and polygraph tests at the entrance of a grocery store"
You don't seem to understand this DRM that's in use here, it is not a root-kit, it does not have administrator privileges to snoop around your Hard drive to "strip search" you. using the qualification "virtually" does not give you licence to hyperbole. It works by the game calling the authentication server for VITAL GAME DATA after proving it is a legitimate copy it then gets the vital game data in order for the game to continue to play.
The better analogy is every time you try to buy good in an airport shop you have to display your passport and ticket to get service. Many other online connected devices work exactly the same way from mobile phones to OS customer support. Extending the airport analogy I'd say that the low-cost budget/re-release/indie games would be the grocery store (low financial risk) where this measure is NOT planned to be used while the big high graphics AAA titles are the airport security (high financial risk).
I don't think anyone is trying to "turn scoundrels into saints", I hate the term pirate because it is so loaded, people who pirate PC games are just like all of us, they are looking for the best deal and for the longest time the best deal has been just to pirate games because it was easy, cheap, and you go the whole game.
But I would like to leave you with this thought:
The future of PC gaming is in achieving the aim of inexorably tying DRM and
VALUABLE services together in a game, so that even if a game can be cracked (to be copied/downloaded endlessly) it won't be the best deal, as even if free they will be missing out on so much content that is not just on the install file, but on the developers' servers.
And the best thing about this is the non-pirating customer still wins as I see such great new potential in PC gaming when online-connected services and integration is implemented, bringing all the advantages that multiplayer can bring beyond the obvious multiplayer interaction.