Wednesday, September 3, 2008

Spore, SecuROM, and the failure of modern DRM

With the release of Will Wright's new masterpiece, Spore, my thoughts turn once again to the evils that are DRM.

SecuROM, bless it's flawed little heart, represents one of the fallacies of modern thinking about information properties - that producing a security layer for software will in some way curb enough piracy to offset the negative attention it receives. On the consumer side, opinions are strongly negative. In the front office, apparently, the opinion is positive enough that they keep using the product. As a game designer, my job is not affected either positively or negatively, but I have to admit a strong negative reaction to the paper tiger SecuROM represents.

And a paper tiger it is! Spore, released on Monday in Australia, was reported cracked within a couple hours, and is now pretty well distributed on the torrent circuit. Note that the game hasn't been officially released yet!

What does this mean? Well, obviously, the barrier to piracy has been hurdled without a second thought. Is there, then, a reason to not consider SecuROM a failure in terms of stopping software piracy?

The second argument for SecuROM and the benefit it allegedly provides is based on the concept of criminalization. Psychologically, according to this idea, the average person will encounter a crime deterrent and reconsider the theft based on the reminder of the possible consequences. This argument has value only based on the perceived risk of being caught, and the cost of being caught. Proponents of anti-piracy software bring up the "no one speeds in front of a cop" analogy - a person, upon sighting a police vehicle parked by the side of the road (or driving along in another lane), will not speed or otherwise break any traffic laws due to the high likelihood of being caught. The risk is high, and the reward (getting to the destination sooner) is low enough to deter the average citizen.

While a cogent thought, it simply doesn't work in terms of software piracy. A better analogy for the average user is equivalent to that of the average college student. In study after study, it has been shown that the average student will cheat on an exam or a paper to get a better grade. And why not? The risk of being caught is low, and the reward is well worth it! Further, the police officer in the next lane represents immediate punishment - if you speed, you are caught right away. Most of the time, when you cheat on a paper or even a test, the capture and punishment occur after the fact - when the professor compares papers, or sees a suspiciously well-worded response in a sea of poor responses.

A better comparison, I think, is DRM is an ineffective vaccine pushed too soon, and for the wrong reasons. In any given vaccine, the benefits of vaccination should greatly outweigh the costs - inconvenience, and sometimes harm in the form of reactions or death. In the case of current DRM technology, the vaccine (DRM) causes too much inconvenience (customer support issues) and harm (hardware issues and even failure). This isn't serving the customers, isn't serving the companies, is damaging the industry as a whole.

In closing, I'd like to necro a post by Brad Wardell of Stardock, who much more eloquently and effectively stated this case than I ever could...

Brad Wardell of Stardock, on the lack of DRM for Sins of the Solar Empire:

"Now, I don't like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales. But arguing that piracy is the primary factor in lower sales of well made games? I don't think so. People who never buy software aren't lost sales."

"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."

"Blaming piracy is easy. But it hides other underlying causes. When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue."
Oh, one final note to DRM proponents: I bought Sins as soon as I finished reading his post. I support companies that are good stewards to the industry and their customers.

14 comments:

Anonymous said...

I bought Spore. I don't get it until the 7th... would I be a jerk for pirating it to play it 2 days early? Probably.

But I'm still tempted.

The fact remains that there are hundreds of thousands, if not millions of folks who never buy PC games. SecuROM won't help them. There has to be another way.

Anonymous said...

I'm still up in the air whether to buy it or not as I haven't kept up on the DRM issue with spore. AFAIK it still has DRM and I will not buy it unless that's removed, or they were to offer it on Steam which I'm fine with.

I'm sick of paying $50-60 to 'rent' software that I've bought and paid for only to be artifically restricted by using it on any or all of my pc's/laptops, re-installing, or requiring internet verification. No thanks.

Steve Williams said...

My understanding is it is limiting you to 3 installs per purchase - like Bioshock.

michael said...

I download pirated software all the time not because I dont want to buy the product but because of DRM. Few examples are, I buy the product lose/break the disc I go download it. Limits my installs I download it. Forces me to put CD in to play I download it. I believe that there's a lot of people like me that doesn't like to buy a product twice that iv done paid for I'll go buy spore but that wont stop me from downloading a pirated copy if i pass the install limit.

Me said...

Fact of the matter is, companies want to feel like they're doing something about it. Whether its so they can sleep at night, or so their bosses can sleep at night, or their shareholders can sleep at night, whatever. The only truly effective "DRM" is half the game resides on a server, and you don't get it until the client is authorized. In other words, multiplayer-only games that require an internet connection to play, which means you can rely on the user always having a connection that you can use to phone home and authorize the client.

I think that's why MMOs are surviving so well on the PC and multi-platform single-player titles often shun the PC, at least as a primary launch platform. These are all just my two cents.

Razorwire said...

Pretty much on target as usual Steve.
As a consumer I hate that the video game publishers (and it is generally the publishers not the dev houses from what I understand) that think I need to be treated as a criminal, or a potential criminal. This has had devestating effects on consumer confidence in the music industry.
Now the games industry is trying the RIAA/MPAA sue the customer and try mafia style protection rackets. Pay us £300 or you are going to court, Uncle EA says so...
http://www.theregister.co.uk/2008/08/20/davenport_lyons_25000/

The games industry needs to try something else other than trying to criminalize the customers because they can and will go elsewhere. The games industry needs to learn from the failure of the music and movie industries and work to win the hearts and minds of the gamer, not make the gamer a pirating enemy.

Anonymous said...

"My understanding is it is limiting you to 3 installs per purchase - like Bioshock."

Wrong. Dead wrong. Why are you spreading misinformation?

Janus R. said...

Fair enough, Anonymous. Care to give me the correct information? I'll always be the first to admit when I'm wrong!

Steve Williams said...

Oops, not sure why it used my other email address.

I did quite a bit of digging, and I am finding lots of discussion about the three install limit, but it is true that I cannot confirm nor deny that limit.

Nevertheless, the issue of draconian DRM is still at the utmost in my mind.

Steve Williams said...

For those wondering about the SecuROM DRM and the three install limit, this is EA Support's response:

EA Support

Anonymous said...

I'm going to be buying from Stardock from now on! To HELL WITH EA GAMES !!! You heard of book burning, well I think its time we had ourselfs an EA game burning! And Sony can goto HELL too. Anarchy I say, anarchy.

Anonymous said...

How anti-piracy screws over people who buy PC games
http://www.youtube.com/watch?v=j-uulRB1OmY

What is SecuROM
http://www.youtube.com/watch?v=IKUPYMxkbVY

Anonymous said...

" piracy vs SecuROM "
PIRACY-1 SecuROM-0
survival of the fittest I guess!
Oh! THE IRONY !!!

Anonymous said...

Finkelstein Thompson LLP is a law firm that represents consumers who have been harmed by unfair business practices. We are currently investigating claims that computer games with an irremovable anti-piracy program called SecuROM may cause computer problems. These video games include: Spore, Mass Effect, The Sims 2, BioShock, Need for Speed, Medal of Honor, Armed Assault, Neverwinter Nights 2, Overlord, World in Conflict, Supreme Commander, Command & Conquer 3, and Stalker.

Some Customers have complained that when they purchase and install these video games, SecuROM is automatically installed onto their hard drive with no warning, and they cannot remove the program. According to these complaints, SecuROM can cause a number of computer problems, including: the disabling of software and hardware operations, the disruption of other computer programs, and possibly making the computer more vulnerable to hackers.

If you have purchased computer games with SecuROM and wish to discuss your rights and interests in this matter, please contact us toll-free at (877) 800-1450 or by email at contact@finkelsteinthompson.com.

Responding to this advertisement does not, by itself, create an attorney-client relationship between you and Finkelstein Thompson LLP.