Sunday, April 14, 2013

DRM: What do you accept, and what do you expect?

Recently, the Shadowrun Returns team (one of the kickstarter-backed games that I follow) announced their release date, and announced that they had worked a deal out with Steam to allow a central place to download community created content, so you could download and install material created by the editor. This meant the game would be sold through Steam, as one of the conditions that the license from Microsoft (who owns video game rights to the Shadowrun Universe) that the game would at least have to have some DRM attached.

They realized that they had promised their backers that a no-DRM version would be available, so they worked out a compromise. The base game (and the first DLC, additional content and an additional campaign, set in Berlin) would be available to backers via a seperate, DRM-free download, but the deal with Microsoft required that any additional content post-Berlin would only be available through steam. Additionally, if someone used content that was only available through Steam, then of course the resulting content would only be playable through Steam.

A reasonable compromise.

Except then a minority of backers LOST THEIR FREAKING MINDS.

They accused Harebrained Schemes (the creator of Shadowrun Returns) of bait and switch tactics. They angrily demanded refunds, saying that they wouldn't accept any DRM in any case. They even said that the release of a DRM-free game with the backed DLC was a "Gimped, non-supported copy".

Unreal.

That gets me to my question.

Now, maybe it's because I come from the real bad old days of DRM, but I find this stance (that no DRM is acceptable) to be overblown, and ridiculous.

Anyone remember Starforce, the company that attempted to make your DVD or CD writer drive unusable? Or later versions, that demanded core-rootkit access? Or the Sony DRM that WAS a rootkit in disguise? Even the small sellers of sports text sims nearly all rely on an activation key that if you suddenly suffer a machine failure, you need to go back to the developer and ask for a new license! Or if you're looking at the olden days, the days of code wheels and "enter the third word on Page 22 of the manual, line 8?"

At least Steam mitigates its protection and small effect on the paying customer with a plethora of positives (The ability to redownload your software on a new computer), and the ability to keep your game patched and up to date automatically). The fact that it adds on an easy place to manage content and easily add it to your game is an added bonus/

So, that's the question I pose to you, my readers.

What kind of DRM do you expect on games these days, and what kind of DRM do you accept?

No comments:

Post a Comment