Digital Phantasy
Digital Phantasy

To copy-protect, or not to copy-protect?

Posted Friday, March 17th 2006

Admit it - you’ve used pirated software. Everyone has. It’s nothing to be ashamed of - everyone knows your (not so) dirty little secret. Piracy is basically an unavoidable aspect of software - and sooner or later, a way around is found for any copy protection system.

Those of you that I’ve talked to either online or IRL, you probably know my deep deep hate for StarForce. For those that don’t know what it is - check out the Boycott StarForce page. I’m not going to get into technicalities on how StarForce works, but if you are interested, the Boycott Starforce page provides a number of links to sources.

The thing is, the gaming industry (StarForce’s main source of income) approaches the piracy problem from a wrong angle. And yes, I will admit that it is a problem. I fully respect game developer’s work and fully understand their wish to protect their work. However, in an era when an adequate gaming graphics card costs ~$150, charging $50+ for a game is too much. Anyway - back to my point - instead of trying to prevent piracy, developers and publishers should try to promote their games in a more approachable way. And it’s not like the gaming industry is short on cash - it makes more money than Hollywood (if you don’t consider rentals). Maybe instead of angering and alienating paying customers, the industry should try and attract gamers - and this can be done in a multitude of ways. One idea is to sell games cheaper. Or to provide bonus content over time.. But I personally know a number of people there were put off from buying a game just because they know that the copy protection system that comes with the game will cause problems.

Furthermore, just like the music industry (up yours RIAA), the gaming industry has to realize that NOT every instance of piracy is a lost sale. A lot of people will download a song, or a game, try it out, and if they like it, they will do the right thing, and buy a legitimate copy. And that’s commendable.

A few days ago, I picked up an original of Far Cry for $15. Brand new. It’s a great game. Did I have to buy it? No. But I like the game, and it was cheap. And it doesn’t use a copy protection system that will break down my machine.

One Response to “To copy-protect, or not to copy-protect?”
random_monkey Says:

Furthermore, just like the music industry (up yours RIAA), the gaming industry has to realize that NOT every instance of piracy is a lost sale

Agreed. I can’t say that downloading games has “opened my eyes” and made me buy games more. (Actually, I’ve only really downloaded a couple in the past year - CoD2, Q4 and Crashday)

I wouldn’t have considered buying them, but I will be buying Crashday. So that’s gaining 1 sale, not losing 2.

On the music side of things, I have about 4000 mp3s in my playlist at the moment, about 80% of them are on my “to buy” list, and I have purchased about 10 albums as a result of downloading illegaly… The other 20% I could do without and it wouldn’t bother me.
Without mp3s I’ve downloaded illegaly, I’d probably own about 10 CDs (all mainstream music), and have no clue what else to buy, let alone /want/ to buy.

You get the idea anyway, you were the one that brought it up after all ;)

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