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	<title>Comments on: DRM, Value (and all that jazz)</title>
	<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Thu, 20 Nov 2008 20:29:59 +0000</pubDate>
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		<title>by: PlayNoEvil</title>
		<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-3103</link>
		<pubDate>Sun, 03 Dec 2006 19:16:25 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-3103</guid>
					<description>There is value to legal enforcement as well - a vital part of this mix. The key to any of these is credibility. The biggest problem/challenge in online environments is how to deter bad behavior credibly.

There is a critical mass issue for piracy (and crime and disease) where it causes the system to collapse. System designers need to balance the cost of operating and building a secure enough system with the costs of the problems.</description>
		<content:encoded><![CDATA[<p>There is value to legal enforcement as well - a vital part of this mix. The key to any of these is credibility. The biggest problem/challenge in online environments is how to deter bad behavior credibly.</p>
<p>There is a critical mass issue for piracy (and crime and disease) where it causes the system to collapse. System designers need to balance the cost of operating and building a secure enough system with the costs of the problems.
</p>
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		<title>by: Matt</title>
		<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2987</link>
		<pubDate>Tue, 28 Nov 2006 07:20:56 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2987</guid>
					<description>You're only sunk if you've been operating under the assumption that nobody is going to pirate your product. I mean, if you need the entire body of people interested in your product to purchase it in order to be profitable, and some pirate, then yeah, you're going down the tubes. 

It's quite possible to assume that some people will take your content and still turn a profit on it. Where that line is drawn is very context-dependent I think.

--matt</description>
		<content:encoded><![CDATA[<p>You&#8217;re only sunk if you&#8217;ve been operating under the assumption that nobody is going to pirate your product. I mean, if you need the entire body of people interested in your product to purchase it in order to be profitable, and some pirate, then yeah, you&#8217;re going down the tubes. </p>
<p>It&#8217;s quite possible to assume that some people will take your content and still turn a profit on it. Where that line is drawn is very context-dependent I think.</p>
<p>&#8211;matt
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		<title>by: Raph</title>
		<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2984</link>
		<pubDate>Tue, 28 Nov 2006 05:30:46 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2984</guid>
					<description>You don't need to get to a point of universal piracy for there to be serious problems; you only need to get to a point where the marginal cost is too high Picture the scenario of easy to obtain high quality free product in your category, and no service differentiator. You're pretty much sunk unless you can do significant brandbuilding and somehow become a lovemark.</description>
		<content:encoded><![CDATA[<p>You don&#8217;t need to get to a point of universal piracy for there to be serious problems; you only need to get to a point where the marginal cost is too high Picture the scenario of easy to obtain high quality free product in your category, and no service differentiator. You&#8217;re pretty much sunk unless you can do significant brandbuilding and somehow become a lovemark.
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		<title>by: Matt</title>
		<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2959</link>
		<pubDate>Mon, 27 Nov 2006 00:14:20 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2959</guid>
					<description>I don't agree that it's all about social enforcement though. That's just one element, as is DRM. The fact that DRM CAN be compromised is not the same thing as saying that everyone will compromise it. There'd not be much market for PC games if the fact that DRM is vulnerable equated to universal piracy.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree that it&#8217;s all about social enforcement though. That&#8217;s just one element, as is DRM. The fact that DRM CAN be compromised is not the same thing as saying that everyone will compromise it. There&#8217;d not be much market for PC games if the fact that DRM is vulnerable equated to universal piracy.
</p>
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		<title>by: Raph</title>
		<link>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2958</link>
		<pubDate>Mon, 27 Nov 2006 00:03:17 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/11/26/drm-value-and-all-that-jazz/#comment-2958</guid>
					<description>Well, when I said &quot;all digital forms of enforcement&quot; I really did only mean the technology -- that's what &quot;digital enforcement&quot; meant. :)

That's also why I hammered elsewhere in the article that it's about social enforcement. If, however, copying becomes so easy that social enforcement can't slow or stop it, there's generally a consensus that arises not to bother (as happened with tape trading, for example).</description>
		<content:encoded><![CDATA[<p>Well, when I said &#8220;all digital forms of enforcement&#8221; I really did only mean the technology &#8212; that&#8217;s what &#8220;digital enforcement&#8221; meant. <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>That&#8217;s also why I hammered elsewhere in the article that it&#8217;s about social enforcement. If, however, copying becomes so easy that social enforcement can&#8217;t slow or stop it, there&#8217;s generally a consensus that arises not to bother (as happened with tape trading, for example).
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