Comment Dear creators of content: DRM won't cut it! (Score 1) 383
It wasn't a big deal when DRM meant leaving a CD in the tray. That was about the last time when buying a game meant less hassle than copying it. From then on, it was straight downhill.
From shitty, half-baked CD-drivers that crapped out on various machines and thought the game was a copy despite being legit, to authentication servers that first could not be connected and then crashed the game if your ISP had even a minor hiccup in its connection, to the latest "lemme look what's on your machine to play my game". And I didn't even get into the crap I should have had to put up with Windows Live.
Any of those problems do ONLY apply to people who are honest (or stupid) enough to actually buy the game. Nobody who ever copied the game had any of these problems. And that's poisoning your own pool.
From a market point, you compete with the copies for your customers. They offer the same product you do, illegally, ok, but it's still the same product offered. You cannot compete on price, for obvious reasons. You don't want to compete on content, since printing manuals seems to be too expensive. But throwing out the last advantage you had over copies, i.e. convenience and compatibility, was just plain out stupid. You managed to make your products worth LESS than the copies. It's not even on par with the copy, it's worth LESS than it.
How? Because the value of an item is not only its price, it's the usefulness to its user. A game that runs without hassle is more valuable than one where I have trouble getting it to run properly. For the longest time, this was in your favor. Running a bought game was heaps easier than running a copy. You slipped it in and it worked. With a copy, you had to apply a crack, hope that it works, and often you had to install it manually with some tricky "copy this there and that there, and then run this, then copy that and run..." you get the idea. It was LESS convenient than buying the game.
This was turned around when DRM meant that it became more of a hassle to play a bought game than playing one that was copied. This was achieved for some when the copy protection CD-drivers weren't fully compatible with some CD drives, but it was reached for the mass of your customers when you insisted on authentication servers that could not handle the load during release and that dropped the connection (which meant that the game instantly stopped working). From then on, it was plain MORE convenient to NOT buy but to copy!
The more draconian and the more invasive DRM becomes, the worse the favor tips towards copying. Because for copying, the "hassle" for the user stays invariably the same: Copy game, crack game, run game. What will you want next from us? A blood sample to tie to our account? How much less convenient do you want to make playing games I buy? And how much more inconvenient will it have to become for me to say "screw this" and join the copying crowd?