<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - DRM</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/drm.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2017-04-27T01:38:00-07:00</updated><entry><title>Can Digital Distribution and Game Ownership Coexist?</title><link href="https://zlg.space/blog/can-digital-distribution-and-game-ownership-coexist.html" rel="alternate"/><published>2013-04-24T11:49:00-07:00</published><updated>2017-04-27T01:38:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2013-04-24:/blog/can-digital-distribution-and-game-ownership-coexist.html</id><summary type="html">&lt;p&gt;In the past decade, the video game industry has introduced three things that 
change the way consumers interact with publishers and distributors to get access 
to the content they consume. Each of these brings with them a wave of change 
that, to many people that are part of the "old school" generation, encroach on 
various aspects of consumer rights and are turning games into services instead 
of objects that you can buy copies of. The three things that have brought this 
change are downloadable content, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;In the past decade, the video game industry has introduced three things that 
change the way consumers interact with publishers and distributors to get access 
to the content they consume. Each of these brings with them a wave of change 
that, to many people that are part of the "old school" generation, encroach on 
various aspects of consumer rights and are turning games into services instead 
of objects that you can buy copies of. The three things that have brought this 
change are downloadable content, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;.&lt;/p&gt;


&lt;h1&gt;Downloadable Content: the new, diluted "expansion pack"&lt;/h1&gt;
&lt;p&gt;Downloadable content (&lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;) began as a way to supplement disc-based games with 
hard-drive bound content that added new things to the game. In essence, &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; 
began as expansion packs to existing games. Oftentimes, they were additional 
chapters in the single player portion of a game, or additional maps and 
character skins for the multiplayer portion of a game. They were often priced 
competitively ($3-10 USD on average), and were not available on the game disc 
itself. This allowed avid fans of games to get additional content and show their 
support for the game with smaller transactions over time, creating a trickle in 
profit for the developer and publisher. Because the content wasn't on the disc, 
it allowed developers time to create more &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that was better made.&lt;/p&gt;
&lt;p&gt;Today, a good portion of video games are released with the &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; already on the 
game disc, but locked away unless you pay the additional fee associated with it. 
So instead of getting access to all the information on the disc at a premium $60 
price tag, the gamer who wants access to this must pay $60 to get the disc and 
then an additional $5-20 to access the rest of the information on the disc (the 
full game). This is a dishonest and greedy way to do business, and an attempt to 
nickel-and-dime the consumer.&lt;/p&gt;
&lt;p&gt;Prior to the advent of &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, most additional content was found on PC games, and
they released tons of content on a brand new game disc. In essence, it was a
full game's worth of content, for about half the price of the original game. It
was a great bargain, and many gamers clamored for such expansions, because they
brought depth and replayability to their favorite games. Most &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; in today's era
does not fit that description. Instead, they're small additions that do very
little to add to the gameplay and should have been part of the final product. At
worst, the &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; is already on the disc and gamers are charged an additional
fee to get access. Despite the logistics issue of manufacturing the discs and
distributing them, expansion packs from the 1990s and 2000s were a better deal
and enriched the value of a game by at least an order of magnitude compared to
modern &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;.&lt;/p&gt;
&lt;p&gt;Today's developers should take a page out of history's playbook and not be
afraid to spend a long time on large, slightly more pricey &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that, for
example, brings an entirely new storyline to their game, or expands the skill
system, or adds characters that enrich the game world. Games that did the
expansion pack system properly are games like &lt;em&gt;Diablo 2&lt;/em&gt;, &lt;em&gt;Neverwinter Nights&lt;/em&gt;,
&lt;em&gt;Dungeon Siege&lt;/em&gt;, and &lt;em&gt;Half-Life&lt;/em&gt;, among many many others. A modern, upcoming
example of good &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; is &lt;em&gt;New Super Luigi U&lt;/em&gt;, which remixes every single level
in the game and tunes it specifically for Luigi, effectively doubling the size
of the game. If a developer that's criticized for being "behind the times" is 
creating &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt; that adds so much value to their games, is it unreasonable to 
expect "the big guns" to add real, lasting value to theirs?&lt;/p&gt;
&lt;h1&gt;Digital Distribution: convenient or subvertive?&lt;/h1&gt;
&lt;p&gt;Digital distribution is a way that consumers can get access to a game 
immediately by downloading the game data instead of purchasing a disc. It brings 
a great deal of convenience to consumers by alleviating the need to go to the 
store and buy a disc, then maintain the disc and keep it clean. However, it also 
brings a few disadvantages: you can't lend it to a friend, play it on another 
person's machine (depending on the platform), or sell it to someone when you've 
lost interest in it years later.&lt;/p&gt;
&lt;p&gt;These limitations of digital distribution aren't found everywhere. &lt;a href="https://gog.com"&gt;Good Old 
Games.com&lt;/a&gt; distributes games that don't have any restrictions on what you 
can do with them. You can archive your own copy of it or even lend a copy to a 
friend. &lt;a href="https://humblebundle.com"&gt;Humble Bundle&lt;/a&gt; offers a similar service, but even these great 
examples fail to offer a means to sell your games to a friend. There's more to 
this than just digital distribution, though.&lt;/p&gt;
&lt;h1&gt;Digital Rights Management: "you don't own anything!"&lt;/h1&gt;
&lt;p&gt;&lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; is a system of protecting game content from being copied and shared, to 
secure profit for the publisher. In the 1990s and early 2000s, &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; was mostly 
algorithm-based and did a fairly good job at protecting the games without 
inconveniencing gamers or encroaching on the right to sell their copy. When you 
wanted to sell your game, you simply included the authentication key along with 
it, so your friend could prove the legitimacy of the copy as well. This system 
found itself prone to abuse due to the poor algorithms that were chosen to 
generate and authenticate keys, so publishers moved to systems that were more 
invasive, and lawyers began drafting EULAs that limited the purchase of the game 
copy to simply a "license to play" that could be revoked by the publisher &lt;em&gt;at 
any time, for any reason&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;This shift in the industry made it clear that publishers did not care about the 
&lt;a href="https://en.wikipedia.org/wiki/First_sale_doctrine"&gt;first-sale doctrine&lt;/a&gt;, or the troubles that legitimate consumers would face 
as &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; became more restrictive and cumbersome, while piracy remained at a 
constant level. Many publishers claimed that piracy was to blame for lower sales 
numbers, despite a changing economic climate and a change in the way gamers felt 
about systems that did not consider them legitimate customers without proof.&lt;/p&gt;
&lt;p&gt;In a stroke of irony, piracy may have increased for some games because pirates 
were able to crack the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; in some games and provide a less buggy or faster 
version of the games, unencumbered by the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;. Even some legitimate owners 
turned to pirated copies of the games they owned because the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; systems 
disabled their legitimate key, or arbitrary limitations (such as the number of 
times the game can be installed) were reached. Despite their desire to support 
the developer and publisher, the &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; systems betrayed their purchase and refused 
them access to the game, so they turned to piracy to get an unencumbered 
experience.&lt;/p&gt;
&lt;p&gt;Due to this change in legalities, some game developers attempted to limit the 
reselling of their games by including single-use codes with the game, designed 
to be validated and installed only once. In their eyes, it ensured that only one 
person would be able to enjoy a single copy and, if their friends wanted to 
borrow it, they had to instead buy a copy. For various reasons, this resulted in 
either lower sales or higher rates of piracy since it stifles the social aspect 
of gaming.&lt;/p&gt;
&lt;h1&gt;All together now!&lt;/h1&gt;
&lt;p&gt;Today, we have &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, digital distribution, and &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; all tied together in complete 
systems, such as Microsoft's Xbox Live, Sony's Playstation Network, Nintendo's 
eShop, EA's Origin, and Valve's Steam. Each brings with it a set of limitations 
and encumberments that are designed to protect the &lt;del&gt;greed&lt;/del&gt;
&lt;ins&gt;assets&lt;/ins&gt; of the publisher, while limiting the rights of the customer.
Some of these platforms, such as Steam, do things fairly well for a &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt; scheme:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Steam allows you to play offline; you only need to be online to purchase and
  install the game.&lt;/li&gt;
&lt;li&gt;Steam ties all purchases to your account, so if you lose your game data, you
  can simply login, connect, and redownload it&lt;/li&gt;
&lt;li&gt;Steam adds value to their platform with a social network, game save backups,
  and periodic sales&lt;/li&gt;
&lt;li&gt;Steam allows you to purchase a game as a gift and give it to another user.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The one key thing missing from this feature set that would make Steam (or other
platforms) a great choice is allowing people to transfer or sell their copy to
another person. As it currently stands, every platform has something wrong with
it in the way it treats its users. Digital distribution is a great idea, but is
limited by technology that enables the greed of publishers. If these platforms
allowed people to sell or transfer games to others, it would create a virtual
equivalent to the real world and go a long way to respect consumers and foster a
sense of trust, while still protecting developer assets from being stolen. Why
Valve hasn't taken advantage of this opportunity is beyond me. Perhaps the
corporate interest of greed and money has blinded them to the civil side of
their platform.&lt;/p&gt;
&lt;h1&gt;Conclusion&lt;/h1&gt;
&lt;p&gt;At the end of the day, the technology behind &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, &lt;abbr title="Digital Rights Management"&gt;DRM&lt;/abbr&gt;, and digital distribution
is here to stay. However, there are many things left to iron out before these
platforms are a suitable analog to owning a physical copy of a game. Until
these platforms mature and begin respecting consumer rights, they will prevent
themselves from captivating the entire "old school" market that got them where
they are today. Gamers that have been playing since the 1970s to the 1990s
understand the social value that game ownership has, and we took advantage
of these things before the Internet became ubiquitous. Word of mouth and
try-before-you-buy are incredible ways to increase sales and spread the image
of great games. If game publishers continue to step on the toes of gamers by
limiting what they can do with their games and nickel-and-dime them to death
with &lt;abbr title="Downloadable Content"&gt;DLC&lt;/abbr&gt;, we will simply exit the market or turn to independent developers, who
are breathing new life into the industry at a fraction of the cost.&lt;/p&gt;
&lt;p&gt;As for me, I own 4 Humble Indie Bundles and look forward to more high-quality,
independently developed games that I can share with others and purchase without 
breaking the piggy bank. While I have a Steam account, I have no plans to invest 
a significant amount of money until I have the right to sell or transfer 
ownership to another Steam user.&lt;/p&gt;</content><category term="Video Games"/><category term="DRM"/><category term="DLC"/><category term="Video Games"/><category term="Ownership"/></entry></feed>