I cringe when someone tries to say their DRM isn’t DRM. There’s nothing inherently wrong with DRM. The problem thus far with it is that the R part of it (rights) is often ignored. A proper acronym for DRM thus far should be DrM . The rights in DRM were supposed to be between both developers and users.
So for months, since the Gamers Bill of Rights was launched we’ve been working on a technology that would provide the kind of protection publishers want and would accept but at the same time would give gamers a lot of the things they’ve been asking for.
The solution we’ve come up with and integrated into Impulse Reactor is called Game Object Obfuscation (GOO). When a developer runs GOO on their EXE, it encapsulates it and Impulse Reactor into a single encrypted EXE. When the user runs the program for the first time, they enter in their email address and serial #. It’s about as easy as logging into a forum except you only have to do this once.
Because the game is tied to a person instead of hardware, they can install on their other machines without being hassled. Also, because it’s all self-contained it makes possible 3 key things:
1. Universal Activation. If I buy a copy of a game from Steam or Direct2Drive or Impulse that is also available on one of the other platforms, I should be able to re-download it form any of the services that it’s available on. That way, if the place I buy from folds, I can still re-download my game from someone else. A Goo’d game makes this possible.
2. Used copies. One thing that holds digital distribution back is that a gamer who buys a game digitally can be made to feel like they’re renting it because the licenses are non-transferable. Publishers, however, really don’t like reselling games (I hate the way it’s currently done). But with Goo, now the game developer and the user can both benefit and let gamers resell their copy to someone else. That’s because the Goo’d EXE is encrypted and the user can voluntarily disable their access from it thus making it transferrable.
To demonstrate the business advantages of this, we plan to use this feature of Goo ourselves on Elemental– it lowers the risk of buying a game and thus can increase sales.
3. Untethered gaming. Because Goo is all self-contained, there’s no third party client floating around. A developer can use this on their game and have it available at retail or other digital distributors.
What’s nice about GOO is that a developer simply runs it on their program. They don’t have to mess with source code or anything. It takes care of it all for them. Legitimate customers end up with something that’s incredibly benign, publishers end up something that protects their rights, and both get something that opens the door to resolving some of the remaining challenges with digital distribution.
Internal beta of Impulse Phase 3 client. UI graphics are not finalized yet. Faster, cleaner, more streamlined view. More major publishers scheduled to come on board in the month of April.
impulse is far better at managing updates than a simple patcher program.
Well, Impulse Reactor is not you average simple program, imo...
I may be mistaken but I think taht in that case, you don't need Steam to only update the game but also to have it running in order to play the game.
BTW, if you look at this detailed article http://frogboy.impulsedriven.net/article/345381/Impulse_Road_Map you will see that game updating manager is not in the Impulse reactor.
Well, it should be, at least for retail versions...
About Impulse Reactor:
"Community Features. Impulse Reactor includes the Impulse Overlay which provides a standardized way for users to find friends, chat online, check out rankings and more. However, developers can easily make use of these features as well since (to stress this: Impulse Reactor is server based, not client based). This means a developer could, for instance, create their own IRC client within their game with only a few lines of code or integrate friends, groups, invites, etc. into their game natively without having to re-distribute a third-party client."
So i repeat, why they force you to install a third party client (Impulse), if the retail Demigod allready includes Impulse Reactor? It's so easy for them to include an update module in Reactor, if they really want to...
Anyway, i'm feeling like i'm beating a dead horse, so i think i'll stop now. I'll buy the retail Demigod, too bad it's not out in Europe. At least with retail copy i feel like owning the game, as i can install it where i wish and when i wish, without having to be online every time i install the game. Simple and efficient. Too bad about updates, as they are tied to Impulse. :sucks:
They aren't finished with it yet. Wait till Impulse is a complete system to ask why. When springing a new system on pre-existing architecture, you have to move slowly and get bugs worked out of one thing at a time. Piling everything on at once would piss even more people off than not having things finished does.
I dont get why Stardock is wasting so much time on this GOO when they can just use no DRM at all.
Plus, many people are not taking this new system very well.
I thought GOO had more to do with catering to those who want to post their games on impulse than Stardock itself.
Has any publisher expressed any interest in this "GOO" so far?
I think Paradox Interactive.
just to clarify if you buy the retail version of a game with goo on it, do you need an internet connection to play the sp?
Goo is installation only from what they've said. So if there were Goo on a retail copy, you'd need to connect then, and not to play. Stardock has stated that their own physical copies aren't shipping with any protection of any kind, so you don't need to worry about it there.
wow...funny...stardock has said several times that the protection involved in goo has been used for some time in their products and yet everyone has only started frieking out about it now that stardock has revealed the details.
double-u tee eff?
Funny how this thread gets resurrected once a month.
only a little funny.
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