Dear Stardock, I'm sorely thoroughly dissapointed in you. You claim you do no DRM, yet you introduce a technology that encrypts the whole game and requires you to associate that container with your account.
A DRM hs the following properties:
Impulse has the following properties:
Now you may object "wait, but we don't do any of the other evil things". But that's not the point. Already you violate your own Gamers Bill of rights point 8 "Gamers shall have the right to not be treated as potential criminals by developers or publishers." by showing intent on possibly restricting a users rights (otherwise there'd be no need for the whole container/encryption farce)
At this point, pretty much the promise (and yes it is a promise) not to phone home and not tie an installation of a game to the hardware etc becomes pretty much meaningless. You showed you're willing to sacrifice the freedom of the Gamer already, and by all likelyhood the code to tie a container to a machine and to phone home everytime it starts is already in place, though not active until you "kill" a gamers installation (because you think he copied to much etc.).
No, you still don't understand. Your whole game is contained in an encrypted container you have no key for to decrypt it. It's up to Goo to assemble the key gracefully for you everytime you want to play the game. That is fine, unless Goo breaks or decides it'd rather not do that, in which case you're screwed.
A DRM system without teeth would be worthless to publishers. If there woudn't be a way to take your rights to run the game away then the whole exercise with the obfuscated/encrypted container would be pointless.
You can be very sure that Goo is phoning home regularly, and even though that may not be required to run your game, you can be very sure that Goo can be used to kill your game any time they please.
That is your choice. Personnally, as I live in France, I prefer to be able to buy games in English (translation can be sometimes awful), at the same time than everyone else , be able to download how many time I want the purchased game and not worrying about losing my serial Id.
As I have written in another thread, it is just a matter of tradeoff you are ready to make.
This is where you demonstrate a pretty complete lack of desire for reasoned thought.
So let's go over it again. I'll keep using SecuROM.
- Both Goo and SecuROM is DRM. Fact.- As they are both DRM, there are restrictions on the user. Fact.- The Goo's restrictions are much lesser than SecuROM's. Fact.- As such, given the choice between the two, it is better for the user if a game uses Goo instead of SecuROM.
Obviously no DRM is best for the user, but that's too big a step for most publishers. You have to be able to settle for gradual 'better' before you can reach 'best'.
You also completely ignored the fact that Stardock itself isn't using it. What you're essentially doing is biting the hand that feeds you. Stardock can't make the other publishers go DRM-free. They can do their own games the same as they've always done, but other than that the only thing they can do is offer the publishers who will not drop DRM an option that's better to users than anything else currently.
But you also strike me as too lost in your anti-DRM crusade to realize this.
i just dont like that i have to activate my sins after download
But great that stardock reads the forums
I don't know what you're arguing with me. We both have the same opinion (that no DRM is best). The only difference between you and me is that I have principles (born out of my personal history seeing DRM systems from the inside) which I'm not going to compromise on, and you have no such principles.
For the sake of clarity, this is not true. They are using it for Elemental and they have required activation-on-install for their past games acquired through Impulse.
So basically you're saying you'd rather choose the lesser of two evils than something good?
Seriously though, I think under the current circumstances GOO is the better choice compared to DDRM. I don't even mind that it only runs on windows since, and let's face the facts here, people who want to run a pure linux machine were are and always will be hosed when it comes to computer games.
BUT it's absolutely friggin rediculous that it's supposed to only run on IE!!! I think I have read that somewhere though I can't find the post right now. If it's really the case: What the hell are you thinking, SD?!?!?!!!!
not quite. It is activation on install for betas and activation on updates. But the retail CD what without any kind of protection
No. Because "something good" is not a choice that we are given at the moment. That choice is for the publisher to make. If they choose "good", we don't need to make any choice. If they choose evil, they are the ones who have to choose between greater or lesser. We get to choose to buy it or not based on the choices the publisher makes.
If a publisher is going to use DRM, yes, I would much rather they use Goo over SecuROM, the lesser of two evils. And without the lesser evil, we would never get to the something good. They're not going to flip the switch from DRM to no DRM. It has to be gradual. Lesser and lesser evils until they realize that the better it gets the happier everyone is, and make the final hurdle to take it off completely.
Goo is client free. It is not Impulse. It will not require the Impulse client. Therefore, that stuff is not true
They are not using it for Elemental. They are using the resale system as proof of concept. Yes, they've required activation on install for everything digital but this is how it was long, long before Goo and Impulse, and that's what will continue to be. Basically, the release of Goo changes nothing of what they currently do.
The OP has a point.
Sins and GalCiv are less obnoxious than many other forms of DRM. Does not really mean they do not have any form of copy protection. Impulse is in the center of it.
Still, buy a game over Steam or Impulse and you are bound to the service for updates, activating, often just to start and play the game. Forget re-selling games and the day Impulse and Steam are done, you cannot play / reinstall anymore. Granted, at this day you probably won't play the game anymore at all.
Blizzard merged Battle.net and WoW accounts some time ago, I wonder what kind of Account and Activation we will need for Diablo 3.
Many game companies start their distribution and authentication/activation platforms nowadays.
You need an account. You need the platform for verification/activation.
GOO allows us to do this check on any digital distribution service, no longer bound to a single one, where you purchased the game or so.
I also applaud that we can re-sell the game through license ownership transfer.
Still, it is DRM. Probably it just does not work without DRM. Copy protection just changes, gets smarter and less obtrusive.
I see no alternatives, but this does not mean that I am happy about it.
Quoting myself here. I'll put it another way..
There's no single side to all of this. There are people who are opposed to DRM on principle. There are people who are not opposed to DRM on principle, but are opposed to certain forms of it.
For example, many people don't like SecuROM installing a rootkit, having activations tied to hardware, and all that stuff.
Goo solves pretty much all (or at least most) of the issues people have with the dubbed "draconian" DRM schemes. It does not, nor was it intended to solve not liking DRM on principle.
People who hate DRM because it's DRM really don't have much reason to get excited over Goo, as is plainly evidenced by this thread. People who on principle don't mind DRM as long as its restrictions and implementation is loose enough have many reasons to be happy.
Well, in order to be able to download the game without having to pay it, you need a proof that you already own a copy.
Registering your e-mail with your serial id is just making that proof for latter uses.
I see an alternative, which is not to do evil things, not to brandmark your customer as criminal and not to do DRM. Even if that view is extremely idealistic, it's what I (and others) want.
Now I'm getting mightily tired of this whole "we need copy protection/DRM rethoric", so I'm going to counter it with the words of one of your own, Brad Wardell
Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It's the highest rated PC game of 2008 and probably the best selling 2008 PC title. Neither of these titles have CD copy protection.
Of course there's you naysayers and DRM apologists who say if you don't do DRM then you're just getting ripped off by pirates, let me just quote
If the target demographic for your game is full of pirates who won't buy your game, then why support them? That's one of the things I have a hard time understanding. It's irrelevant how many people will play your game (if you're in the business of selling games that is). It's only relevant how many people are likely to buy your game.
And finally, in case you haven't got the memo, let me drive that one home
The reason why we don't put CD copy protection on our games isn't because we're nice guys. We do it because the people who actually buy games don't like to mess with it. Our customers make the rules, not the pirates. Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.
So please, with suggar on top, tell me precisely how Goo (DRM) is about the paying customer and what he wants, and not about the pirate?
Specifically please tell me how obfuscation, encryption and online activation is about paying customers rather then pirates?
Goo is for publishers that want/must have protection on shipped games while avoid being too harsh for the paying customer
Pirates don't count. We know our customers could pirate our games if they want but choose to support our efforts.
Stardock knows that but t others publishers don't get it. So they must be educated/convinced that hard DRM aren't needed first, before they go to no DRM on retail disc. The aim of GOO is to offer to publishers an alternative to SECUROM or STEAM DRM that is more acceptable by customer and doesn't tie the publishers to a specific digital distributor
We (as gamers) would love it if all publishers followed a policy of no protection on retail discs, but DRM is an unfortunate reality in the industry. The big publishers with shareholders cowering at the thought of the piracy boogeyman are going to demand *something* be done to stop piracy--DRM-free just isn't going to fly (yet).
In their vain efforts to stamp out piracy, they've come up with a lot of really nasty and harmful DRM systems: limited activations, hidden software dongles, ring-0 drivers, and more. All of these are very real and legitimate complaints for customers.
Enter GOO. The point of GOO is not to be "not DRM". As has been said, if you're absolutely against it in any way, shape, or form, then you're going to be unhappy for quite a long time. The goal of GOO is to provide publishers with enough of a sense of security that they won't use worse DRM schemes, while NOT doing all of the really bad things that other DRMs have done as above.
GOO:- Has one-time activation, no subsequent phone homes.- No fixed number of activations that you have to beg to be extended.- Does not include or require any hidden "cruft" on your machine.- Is vendor neutral, so DD platforms going out of business is much less worrysome.- Facilitates the exercise of first-sale rights.
Nobody has claimed that GOO is not a compromise. But it gives back to users a lot of what other DRM systems have taken away (unlimited installs and resaleability), and solves a lot of valid complaints about such systems. If you demand perfection you're going to be disappointed, but it is definitely a step AWAY from draconian DRM systems and TOWARDS user rights. Down the road, once the big publishers see first-hand and realize that they don't need to fear their own customers, then maybe DRM-free will become a realistic option for them.
Just because the step isn't as big as you'd like doesn't mean it's not in the right direction.
I see. So it's a bit like being a pacifist but you make a living selling guns. You know people aren't going to stop shooting each other, but you justify it by only selling ammunition that's approved in the geneva conventions.
Or it's a bit like deforesting the rain forrest. You know if you don't do it, loggers with no morale at all (they kill the indios too) will do it, and that makes it right.
But let's get away from the obivous ethical flaw and look at why I don't buy your snakeoil either. You see, I've worked for DRM companies. I know all your dirty little secrets. I know it's not about the publishers (you don't care jack about them). I know it's not about the consumers. I know introducing a DRM system is all about market domination and proprietary file formats. So you can see how I have slight difficulties believing you'll do this whole Goo DRM system just out of altruistic love for the end user and to shine the way to a better future.
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I can see how you'd like that argument to work, I really can. But I'm not buying it.
Let me explain it to you how it is. You're providing a DRM system, therefore you're a DRM system enabler. More people will choose to protect their games with your system because of you, not less.
The level of hypocrisy and cynism displayed by claiming you're helping to pave the way to a less DRM encumbered future by providing a DRM system and enabling more publishers to use one is simply unbelievable.
pyalot . . you've been amember here for what, a few weeks? Stardock has a long history of treatign customers how they themselves want to be treated as gamers. The goal is to keep everyone (developers, publishers, consumers) happy with as little disruption as possible.
We get it, you really dislike the company you used to work for. But we're not them, and it's pretty apparent that you haven't had any significant familiarity with us prior to the announcement of GOO.
I for one, applaud Stardock in what they are doing. GOO sounds like an intelligent step in a direction other than the overlord-like DRM control we've seen thus far.
I do have a question for any of the Stardock staff (or someone who better understands the press-release):
I do understand that GOO does one-time activation through the publisher, thus rendering it Digital Distributor neutral. I also understand that as currently built, there will be no limit to any future 'reactivations' should something go wrong and that become necessary, and that I could even 'de-activate' and then sell off my copy to someone else, irrespective of how I acquired it. My concern, however, is that this "one-time" activation still requires a key server somewhere. This server, based on the figures that were displayed in a post back on page 1 is located with the publisher. While that makes sense, we also frequently see that publishers will merge, get bought/sold, and even get shut down or go out of business. My question is thus: GOO will protect us from digital distribution shutdowns, but how will it respond if the publisher goes out of business? Will it fall to whomever owns the intellectual property rights on the game to choose whether or not to keep that system running? At what cost to them? We constantly see Master Game Servers going down on games that are 5+ years old; at what point would a shut-down publisher not be available for new activations, should the game fall to a digital distributor that deals in "classic" games a few years down the road?
And your arrogance and god complex are even more astounding.
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