Your DRM choice

Recommended Videos

Nooners

New member
Sep 27, 2009
805
0
0
We complain about DRM a lot here. So let's role-play, or brainstorm. Maybe we'll come up with some interesting new idea.

You're a AAA game development/publishment company working on a big game that will include offline single-player and online multiplayer. While you want to release your game without any form of DRM, your supervisors demand it be included in some form. What do you choose for your game's DRM, and why?

And work within the limits I've provided. You can't quit your job in protest, and you can't convince your bosses to not have DRM for the game.

EDIT: Should've answered my own question. And yes, this is primarily a PC question since this is where most DRM controversy stems from.
I personally would run it through Steam. Works offline, and is a good online service too. Simple for me.
 

Daft Time

New member
Apr 15, 2013
228
0
0
Nooners said:
We complain about DRM a lot here. So let's role-play, or brainstorm. Maybe we'll come up with some interesting new idea.

You're a AAA game development/publishment company working on a big game that will include offline single-player and online multiplayer. While you want to release your game without any form of DRM, your supervisors demand it be included in some form. What do you choose for your game's DRM, and why?

And work within the limits I've provided. You can't quit your job in protest, and you can't convince your bosses to not have DRM for the game.
On console, there is DRM required to release a game on the system and inbuilt to the console itself. Just releasing a game there means I don't have to actually have to do much than what is already required to meet your criteria. The issue is really when we get to the PC. While to play a pirated game of the Xbox or a PS3 you need to crack the system itself, the PC has no such limitation. CD Keys are relatively unobtrusive for physical copies, so I'll go with that. For digital distribution I begrudgingly just use Steam. I'd have liked to release it on GOG but there are worse things than Steam. Ta da!

EDIT - When I saw I'd like to have released it on GOG, I mean as well as GOG. It's just not practical to not use Steam if you're developing for the PC. You lose so much of your market that doesn't want to use anything but Steam. I feel the choice is important though.

OP; answer the question yourself. Don't be lazy!
 

Requia

New member
Apr 4, 2013
703
0
0
Daft Time said:
On console, there is DRM required to release a game on the system and inbuilt to the console itself.
This exactly (unless we';re talking about DLC, which is awful). It's effective enough to actually dampen piracy, but aside from no backups console DRM never interferes with playing the game or selling it when I'm done.
 

Daft Time

New member
Apr 15, 2013
228
0
0
Requia said:
Daft Time said:
On console, there is DRM required to release a game on the system and inbuilt to the console itself.
This exactly (unless we';re talking about DLC, which is awful). It's effective enough to actually dampen piracy, but aside from no backups console DRM never interferes with playing the game or selling it when I'm done.
Yeah, the bare minimum on consoles is extremely effective. As much as I prefer my PC, it is my favourite argument for their continued existence. Limiting the hardware provides a pretty safe environment for the developer where the PC is basically just the honour policy. The most effective way to curb piracy on the PC is to get the player base to like you as a company, and to make it easy to get the game legally. I just wish companies understood that. Maybe I'd play more than a handful of games a year if they did.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
8,663
0
0
Forlong said:
I think encryption works just fine.
Encryption? How do you mean to apply it exactly?

OT: One time online verification/registration. And/or (probably or) key activation method. Also available on Steam for increased exposure and an alternative distribution.
 

008Zulu_v1legacy

New member
Sep 6, 2009
6,019
0
0
I like those quirky DRMs that restrict gameplay in some obscure but vital way. Like with Arkham Asylym or that Sim Game Developer one that came out recently.

The best was in the Way Back When, there was a space shuttle sim game that if you got the lookup code (Page 13, Paragraph 5, third word) wrong it forced you to go through the 3 real world days it took do run down the checklist before you could take off.
 

Lovely Mixture

New member
Jul 12, 2011
1,474
0
0
Nooners said:
I personally would run it through Steam. Works offline, and is a good online service too. Simple for me.
Yeah, I would go through this option.
It's the lesser of MANY evils, and allows users to install their games on multiple computers with no issue.

Sir Christopher McFarlane said:
I would only have an on-line pass for the multi-player mode and let the single-player work off-line without restrictions.
I'd say this works in theory, but what would you do about LAN-play? (Also nice Jinrui avatar BTW)
 

Doom-Slayer

Ooooh...I has custom title.
Jul 18, 2009
630
0
0
Nooners said:
DRM by itself is annoying, and therefore I want developers/publishers to balance it by giving me something in return. That in a nutshell is why I and a lot of people like Steam. Yes, its still DRM but we get sales, we get achievements, chat, ability to take screen-shots etc in return, and especially the ability to buy games extremely cheap. Its a compromise, and to me, a very good compromise, it might not be for some, but I happen to like it.
 
Jan 1, 2013
193
0
0
Lovely Mixture said:
Sir Christopher McFarlane said:
I would only have an on-line pass for the multi-player mode and let the single-player work off-line without restrictions.
I'd say this works in theory, but what would you do about LAN-play? (Also nice Jinrui avatar BTW)
I love the avatar too. I don't know what I'd do. Again, I'm only including DRM at all because I'm forced to. I don't care if it works against piracy well or not. As long as people can still play them. I probably would have more ideas if I ever played multi-player.
 

kingthrall

New member
May 31, 2011
811
0
0
id have the online drm only available for the Special ediiton releases. If Reg players wanted the DRM included then they can purchases the extra content through a pass.
 

Daft Time

New member
Apr 15, 2013
228
0
0
Tara Callie said:
Server Architecture (AKA Always Online)

Why?


Because it just fucking works.
I think it's worth remembering 80% of statistics are made up. There's no reliable way of measuring the piracy rate of the game, and any statistic is just a remember of, at best, educated guesses. It's also worth noting that consumers frown upon "always online" requirements, and only titles which already had a big following have managed to succeed using it. If I remember correctly, there is also a working server emulator for Diablo 3 now.

EDIT -

I was actually curious about the statistics, so I tracked down an interview where the Witcher II statistics were explained. It's apparently extrapolated from the number of peers listed by a torrent aggregate site and then some mathematics based some not unreasonable estimates. It's much better than I thought it would be, all things considered. I'd wager the number is much less than the estimate, but it's not bad all the same. The Diablo III number is all bull shit though.

Furthermore, always online (it's not called server architecture by the way, that image just states that Diablo 3 used the Battle.net server architecture for the always online component) requires a significant amount of money to run. You have to hire people to maintain it, the servers themselves, additional customer service, extra bug testing before release - it's a very resource intensive solution to the problem. I'll hazard a guess that without the auction house Blizzard would not have picked this route for a non-subscription game even with the limited risk of piracy. It's certainly not worth it for any company without hordes of money in the first place to implement.
 

RikuoAmero

New member
Jan 27, 2010
283
0
0
Tara Callie said:
Server Architecture (AKA Always Online)

Why?


Because it just fucking works.
And I was one of those people who bought Witcher 2, full price, on release day, because it DIDN'T have DRM. Whereas Diablo III? Haven't touched it.
 

Yopaz

Sarcastic overlord
Jun 3, 2009
6,087
0
0
I have to go with Steam here. I actually prefer that to no DRM because of the ease of downloading, installing and filling in keys (rarely needed, but convenient when it is needed).

The problem is that there's usually something on top of Steam activation... Games For Windows Live actually ruined Batman Arkham City for me since it deleted my fucking save game. If Origins have Games for Windows live I am getting the Wii U version rather than the PC version.
 

Something Amyss

Aswyng and Amyss
Dec 3, 2008
24,756
0
0
Requia said:
This exactly (unless we';re talking about DLC, which is awful). It's effective enough to actually dampen piracy, but aside from no backups console DRM never interferes with playing the game or selling it when I'm done.
there seems to be more than enough piracy on consoles if Microsoft can ban millions each holiday season.
 

Baneat

New member
Jul 18, 2008
2,757
0
0
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.
 

Daft Time

New member
Apr 15, 2013
228
0
0
Baneat said:
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.


Could we at least get the name of the game? "The helicopter game" doesn't really narrow it down.
 

FreakofNatur

New member
May 13, 2013
53
0
0
Nooners said:
We complain about DRM a lot here. So let's role-play, or brainstorm. Maybe we'll come up with some interesting new idea.

You're a AAA game development/publishment company working on a big game that will include offline single-player and online multiplayer. While you want to release your game without any form of DRM, your supervisors demand it be included in some form. What do you choose for your game's DRM, and why?

And work within the limits I've provided. You can't quit your job in protest, and you can't convince your bosses to not have DRM for the game.

EDIT: Should've answered my own question. And yes, this is primarily a PC question since this is where most DRM controversy stems from.
I personally would run it through Steam. Works offline, and is a good online service too. Simple for me.
I have personally broken DRM into 3 broad categories for my own consumption, and I'd like to share it and see if you guys agree: There are the lockers, fixers and cuffers. I think you can guess at what each category by now, but i'll detail it as clearly as I can.

Level 1:Lockers
It's the easiest level of DRM. Use a unique code and/or logarithm to "lock" the game from piracy. As with all codes, the code will eventually be figured out, and with in the advent of the internet this "figured out code" will quickly spread all over to facilitate piracy. The program also needs to be cracked as the CD-ROM itself is a key.

Examples:All games had locker-type DRM before any other DRM was available. Diablo 2, Heroes of Might and Magic 3, etc.

Security Level: Minimal to negligible, due to competent piracy teams and internet

Level 2:Fixers
The game is "fixed" to tie in the installation with PC specs. E.G. The architecture will be memorized for the install, effectively this is an extremely complex code where the PC itself, the key, is non-transferable. The CD itself is also fixed for limited installs to prevent physical transfer. Vulnerabilities might result from this intrusive DRM as your PC specs are grabbed/local progam data is accessed.

Examples: SPORE, SecuROM itself.

Security Level:Minimal despite inconveniences. Game WILL be cracked eventually and limited installs affect only CD-owning users(AKA the consumers)

Level 3:Cuffers
The DRM is the warden. This is the always-online authentication, or the one-time online authentication system. Your game is "cuffed", unable to play until released by the warden(DRM). This works by matching the code with the publisher's own database of released codes and only works on a 100% match. Other codes will not work, meaning figuring out the code generation formula will not allow you to play the game as it is still cuffed.

Most Cuffed games have anti-cracking code which break the game if it's pirated. Batman:Arkham asylum had players flying off into oblivion if piracy was detected. This slows down piracy rather than breaking it, as pirate groups can patch these stumbling blocks.

Examples: Most games released since 2010, Notably Origin and Steam AAA/popular release games. For anti-drm coded games, notable examples are witcher 2, serious sam 3 BFE, game dev tycoon(which was a rigged setup)

Security level:Moderate without inconveniencing the consumer too much. The DRM is effective until the pirates figure out the kinks of the code and anti-piracy. The more security, the more inconvenience. For Always-online, imagine your game as a prisoner on parole with 4 guards surrounding him.

I would run a online store system(Steam?) with a locker DRM that downloaded a certificate onto your computer. The certificate would simply be tied to the IP of the local machine it was downloaded on. If it's a boxed copy, the certificate would be installed with the game, taking your computer's virtual IP. Without the cert the game would just not run citing insufficient permissions. This will prevent piracy on a international-sharing level in the short term, which is really all that matters in a on-demand market. As long as I separate those who pay and those who don't, and offer a better service to those that do pay, it's fine.

Maybe an always-online DRM would make piracy impossible, but it's simply segregating the market too much. There are people with little or not internet, and if it's a boxed copy, they better be able to play it out of the box. I view DRM only as a means to separate the free riders, but never to stop them because to do so would be to compromise the service the game provides. The idea of piracy is part of human nature; if you can get more stuff for free, you would. Paying for something is a conscious decision compared to not paying for free stuff and this is not a dangerous phenomenon, it's just natural.

Providing incentives to play(like the U-play rewards system) an original game is an excellent way to provide superior service to the paying customer(as a pirate would be offline and not connected to the game reward servers) and is a better solution to this "piracy issue" rather than using more and more "uncrackable" DRM - This may impact the consumer negatively. Punishment was never an incentive because the only thing to look forward to is a lack of it. Human nature is biased towards accumulation, that's why we have nostalgia, we keep things for keeping's sake, and the current dominant mindset of the online world, capitalism, encouraged such behaviour. That's why we feel satisfied when we get more and more points and get more and more stuff, this is the reward and positive-feedback system we are born into. TL;DR:It is better to reward rather than punish as rewards act as incentives and retains your customers much better. There isn't any chance of the punishment for the free-riders to backfire too!
 

FreakofNatur

New member
May 13, 2013
53
0
0
Daft Time said:
Baneat said:
They'll never practically get the online component of the game to work anyway so that'd be DRM enough. so that and a CD key. The best DRM was the one that came with the helicopter game that took 30 minutes then the screen became all out of focus and blurry etc. The reason it was effective (Nobody's cracked it to this day) is because it's really difficult to test if your crack attempt worked when you have to wait so long for the effects to kick in.


Could we at least get the name of the game? "The helicopter game" doesn't really narrow it down.
The game's name is Take On Helicopters and the anti-piracy software is called FADE by Bohemia interactive.