After being persuaded to not buy Bio-Shock, and the surprise package of SecuRom on the Kingdoms expansion for MTW2 I started to have a discussion with a mate about it all.
In recent years we've had Starforce(still do in some cases) and I guess for the amount companies spent on it, in hindsight it probably was a waste of money.
So now we have this SecuRom thing doing the rounds, with quotes around 100,000($/£?) for a license to use it, and I guess my question is why?
Why is it good for me the customer to buy a game that limits the amount of times I can install it on my PC? In the same way why was it good that Starforce could screw up my systems software.
What is it about being a paying customer that means I need to recieve that level of nuisance?
So we talked about what SecuRom(in this case) did that stopped pirate activity(a good thing imho, as I believe you need to pay for things that someone else makes).
Ok so we know it limits the amount of installs the purchaser of the game can make on one PC. What about if you had a few PC's? Can I install it a limited amount on each one? I don't think there is a compulsory on-line activation thing, so i could install that same game on a wide variety of PC's(I would need the disk to play the game though).
Then what? is that all it does - limit the legitimate users installations per PC? whats the point of that? How does that stop the pirate exactly?
My aim in this topic is to try to understand the thinking behind the post-Starforce world of PC copy protection. How is it actualy defeating the pirate, and why the paying customer has to often make a decision about buying a game at all based on the copyprotection it uses.
If you own scores of illegal games and love to get stuff for nothing you won't find me very sympathetic, BUT i think looking at the whole history of copy protection we are moving into a new level of strategy from the gaming companies, and it will be interesting to see what people care to post here.
In recent years we've had Starforce(still do in some cases) and I guess for the amount companies spent on it, in hindsight it probably was a waste of money.
So now we have this SecuRom thing doing the rounds, with quotes around 100,000($/£?) for a license to use it, and I guess my question is why?
Why is it good for me the customer to buy a game that limits the amount of times I can install it on my PC? In the same way why was it good that Starforce could screw up my systems software.
What is it about being a paying customer that means I need to recieve that level of nuisance?
So we talked about what SecuRom(in this case) did that stopped pirate activity(a good thing imho, as I believe you need to pay for things that someone else makes).
Ok so we know it limits the amount of installs the purchaser of the game can make on one PC. What about if you had a few PC's? Can I install it a limited amount on each one? I don't think there is a compulsory on-line activation thing, so i could install that same game on a wide variety of PC's(I would need the disk to play the game though).
Then what? is that all it does - limit the legitimate users installations per PC? whats the point of that? How does that stop the pirate exactly?
My aim in this topic is to try to understand the thinking behind the post-Starforce world of PC copy protection. How is it actualy defeating the pirate, and why the paying customer has to often make a decision about buying a game at all based on the copyprotection it uses.
If you own scores of illegal games and love to get stuff for nothing you won't find me very sympathetic, BUT i think looking at the whole history of copy protection we are moving into a new level of strategy from the gaming companies, and it will be interesting to see what people care to post here.
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