I am no fan of DRM as a consumer but support intellectual property owner’s rights to control how their property is distributed. While I think the RIAA are a bunch of antiquated goofs they’ve got the right to destroy their business as they please as far as I’m concerned.
This morning of course, Apple and EMI announced that the entire EMI catalogue, minus their biggest act - the Beatles - would be made available, DRM-free and at 256 kbps (most iTunes downloads are at an irritating 128 kbps, which has noticeably inferior fidelity vs. a CD, for instance). They’ll cost $1.29/song rather than 99 cents/song, but I know I’ll happily pay that premium. I’ve refused to buy anything but one-hit-wonder-type songs off iTunes thus far because of the low fidelity of their music but this will certainly make iTunes my preferred method of obtaining new music.
What I love about this announcement is that it’s a sign that the big music companies are finally waking up. People who want to steal music are going to steal it regardless and you’ll never win a DRM arms race. That doesn’t excuse the thieves, of course, (and shame on you!) but business is/should be about reality not wishful thinking. You can delay the tide a bit but fighting this battle via DRM is an ultimately losing proposition.
Of course, it’s easy for me to cheer DRM-less content. MMOs by the nature of their server-side simulation are not particularly amenable to being ripped off as a whole experience. Users can take parts of it (art, music, etc) but even reverse-engineering the server and putting up pirate servers doesn’t amount to stealing the totality of the experience in the way that ripping off a movie or a song does. You can’t steal the community and bring it with you, for a start.
As the (now) cliche saying goes in reference to MUDs/MMOs, “They’re not products - they’re services.” You want to make your IP hard to steal? Wrap it in a service that meets a user’s need (rather than a “service” that is just DRM in disguise, such as the all-you-can-eat monthly models for music downloads). Live music concerts are a good example. Can’t steal a live performance. You can record it and rebroadcast it but it’s no longer the same experience at all. Prostitution is another good example. While porn is easily stolen, the live experience cannot be replaced. Those pimps are some savvy bidness dudes! Same goes, of course, for live sporting events, and so on.
Basically, they all come down to controlling the platform. You can’t easily steal a Giants baseball game because the “platform” (in this case the stadium) is relatively easily controllable. You have to be willing to brazenly try to sneak past armed guards or engage in some very clever forgeries. Both of those have relatively high barriers to entry for the average person. Similarly, piracy on game consoles, while certainly theoretically possible, is pretty minimal. Todd Hollenshead of id Software said, a couple of weeks ago, that id moved from publishing almost exclusively on PCs to taking a more multi-platform approach largely to combat the rampant theft on the PC platform, which nobody has control over the way Sony has control over the PS3, for instance (which isn’t to suggest anyone should!) .
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April 3rd, 2007 at 6:09 am
Neil
I suspect its merely a matter of time before the console titles start getting ripped, particularly since they’re using the same DVD technologies as PCs. Pirating an SNES game was kind of hard: you’d had to get a machine to make the cartridges. For PS3, it looks to me like you just need the right encryption/signing keys and the data format at most, and you’re good to go. And unlike a machine, encryption/signing keys can be passed around the internet. And since the DRM on the DVDs are being broken left and right already…
In addition, just like Windows has the most malware written for it because it is the most popular, if you see a lot of games moving to a console, they’ll become new targets for crackers.
And, you know, with consoles having incredibly powerful CPUs (have you seen the number of jobs completed by the PS3s at Folding@home?) and HDDs and broadband connections (no one plays Halo over 28.8K I bet…), I’m surprised we’ve not seen any malware written for them…
Disclaimer: I’ve not done any reading on the specific security/DRM of consoles.
April 3rd, 2007 at 11:26 am
Mark Berry
Well, it is relatively trivial to crack an XBox/360, and doing so actually has some benifits for the consumer, such as being able to run US games on a UK console for instance. Sony were a bit tougher, but still, go to any computer fair, and there were people offering to chip your PS1/PS2.
It is true to say though, that most people with a chipped console usually have it done to play copied games.
Also, DRM is entering a new phase with Microsofts tie in with Hollywood, in which the consumer can potentially be blocked from watching legitimately owned content on their own PCs if Microsoft determine their video driver, for instance, is compromisable.
Imagine being barred from driving down a road because you *could* drive over the speed limit. Or even just starting your car, because you *could* drive dangerously.
Untill we as consumers either say “No, I’m not buying because I dont like the restrictions and I dont like you assuming I’m stealing”, DRM of one form or another will not go away. And we will all be forced to buy many times the products that are pumped out. Yes, I’m looking at you Star Wars gold boxed set on VHS. I only have a DVD and PVR now. BlueRay HD-DVDs anyone?
I started to take a stand, I stopped buying music CDs and only bought stuff from MP3.com, untill they trashed everything that I had bought when it was taken over.
April 3rd, 2007 at 3:56 pm
PlayNoEvil
Hmm, Matt, you’ve must have missed a couple of my blog entries… pretty much all of the consoles have been hacked. The Xbox 360 had a pretty bad hack last year (subsequently fixed - though the fix probably won’t hold too long I would bet).
But, no one has done anything to adequately protect the media. Both Blu-ray and HD-DVD have been cracked.
But, I do agree about protecting things by turning them into a service - and this is clear and natural with games.
April 3rd, 2007 at 4:06 pm
Matt
I know that consoles have been hacked but damage from piracy is not a binary thing. Just because a console has been hacked doesn’t inherently equate to lots of piracy just like the fact that the baseball stadium has been ‘hacked’ (ie people do occasionally get in for illicitly) doesn’t make it an unmanageable problem like it is (according to some developers) on the PC.
April 3rd, 2007 at 5:36 pm
PlayNoEvil
In Asia, you can (or could) get your Xbox 360 with the “use rewriteable DVD” option from pretty much any merchant (for a modest markup, of course) - it is/was very widespread.
The question also is not how many pirated copies there are, but how many sales were lost - rarely the same thing.
Also, quite sadly, PC game companies have done little to fight the piracy problem strategically.
April 3rd, 2007 at 5:55 pm
Brask Mumei
I roll for disbelief on the PC piracy issue. Not that PC piracy isn’t huge (it is), but that it is in any way “new”. While one may claim that the connectivity of the internet created new opportunities in music piracy so one could sensibly compare pre and post Napster worlds, there is no such divider for PC piracy. The distribution mechanisms were already in place and efficient before broadband started rolling out.
So why are people now complaining that PC piracy is unmanageable? Well, I think this has always been a complaint. Sky-is-falling prophecies based off PC piracy aren’t new. What might be new is the apparent collapse of the PC game market. My concern is that it seems to be the convenient scape goat to point to Piracy as the reason people are abandoning the PC market.
If we look at the fall of the PC market, I personally didn’t see any corresponding increase in PC piracy. I saw instead an increase in the Console market where true plug-and-play game experiences were provided that were comparable to PC games for the same price as a new video card. I wonder how many pure PC gamers are left - I think we all bought consoles in the during the Gamecube/PS2/Xbox release and had a corresponding drop in our PC game purchases.
The insane market penetration of the PS2 has its price. Why should I buy a game for the PC where I get to struggle with installation when I could just play on the PS2? The opposite effect also occurs - as a developer, why should I support the sinking morass that is mutually incompatible video card drivers and random hardware performance when I can target a fixed, known, quantity with no variables?
Ah well, I guess we all suffer from our own “sky is falling” fears of our favorite industries…
April 3rd, 2007 at 11:37 pm
Joseph Monk
In response to PLayNoEvil, I’ve been over here in Korea for a little over 5 years… it’s amazingly widespread here. A few years ago(back before the PS2 came out) I could buy a modded PS1 and get 25-50(copied) games for about 100USD…
April 5th, 2007 at 5:51 am
Andrew Crystall
Brask, because of the ~£7 payment to Sony for a full-up console game, because of the approvals process, because of the submissions and TRC’s, because….
Console games make a much smaller profit per-unit.
April 5th, 2007 at 8:32 pm
PlayNoEvil
It is also worth noting that the way publishers are charged license fees gives the console manufacturers little incentive to address piracy.
Publishers pay their license fees up front for the number of disks that they are going to produce - not the number sold.