Computer games and DRM

One consumer's view

When I get computer games, I don't mind ambling down to the local games shop and exchange cash for physical media and (ideally) some instruction manuals. I have done this both for PC games and for console games. As someone who dabbles in the world of "do games" (two more-or-less finished pen&paper RPGs, one almost-finished, a few playable games), I think it's right and proper to pay for this sort of thing. However, in the last few years, I have been hesitant to buy PC games (as of yet, I haven't felt the same about console games, though the trends towards Internet-connected consoles with permanent storage worries me). Why? Let me try to explain.

My gaming box setup

My gaming box runs Windows XP. I know I am not well-versed enough in the innards of XP to secure it properly. Nonetheless, I want to be able to browse the web from the box. How to deal with that problem? First, install some sort of anti-virus program. Second, make sure that the windows box doesn't have unrestricted network access. It lives in a private-range network. There is no NAT between that network and the world, but there is a set of application proxies, so (for example) HTTP and HTTPS can be tunnelled through. SMTP is explicitly not allowed through. There is also no SOCKS proxy.

Consequences for modern PC gaming

This, of course, has consequences. I can't readily buy any game that requires network activation, because I cannot guarantee that I will be able to activate it. I am, as far as I can tell, unable to buy anything that relies on Steam. I can't participate in on-line gaming (not a big loss, as far as I am concerned, but I suspect others might find it restrictive).

I can, however, download demos from the web. I can even buy some downloadable games. I know this, because I have done so and it does indeed seem to work.

However, in this day and age, it seems that the big publishers are having a push towards both DRM schemes and activation. This means that they're alienating potential customers, while (as far as I can tell) not harming those who are intent on illegally copying their games. Slow down, maybe. That gives the studios a slightly longer window before illegal copies are available. How long? I don't know, but I have seen figures indicating that it takes on the order of a single-digit number of days before a new DRM scheme is cracked. I suspect that's why they're moving towards on-line activation.

As indicated above, for purposes of "game to publisher" communication, my gaming machine can be considered to be off-line. Anything that requires initial, or worse regular, verification with a central server will be unusable to me.

Consequences for game buying

In light of the fact that games tend not to present what DRM schemes, activation policies and the like they will be enforcing on the box, I am now at a stage where buying PC games is a crap-shoot. What I buy may be playable as intended, it may be crippled or it may not play at all. In the light of game prices, I have reluctantly come to the solution that I shall simply have to forego buying games, it's too expensive a gamble. It's bad enough that I've paid for games that I can't play on my current machine (it's designed to the specs of ca 1998, a machine with multiple GB of free RAM confuses it and it refuses to start with a "Out of RAM" fault; naturally I cannot get an update from the publisher, I did email them and ask if there was anything they could do), I refuse to pay for games that definitely wouldn't, from the start.

This is one of Ingvar's essays

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