I recently wrote about this topic
here. But I
wanted to write a more succinct version of it since some people thought I was
advocating something akin to Internet Product Activation to thwart piracy.
Let me first Bottom line this: CD based copy protection does more harm than
good.
Let me then add: There is no magic bullet that will stop piracy. Game
developers need to quit trying to solve piracy via some sort of mechanism and
instead design a policy that discourages piracy. Game
developers/publishers need to approach piracy in a more realistic way. As a
result, there are two basic groups of pirates.
Group A: The kiddies who warez everything. CD Copy protection means
nothing to them. They have the game before it even hits the stores.
Group B: Potential buyers who are really more interested in convenience.
The price of the game isn't as big a deal to them as convenience.
It's group B that our industry needs to focus more on rather than alienating and
inconveniencing our customers by trying to thwart group A. Sure, it ticks me off
that people steal stuff I've worked for years making. But we have to be
realistic about this, it doesn't do anyone any good to inconvenience customers.
In fact, anedotal evidence seems to imply that the more we inconvenience
customers, the more we turn them into group B.
Let me explain:
Joe Gamer buys a game that requires the CD to be in the drive. But his 3 year
old takes the CD and loses it. Joe Gamer ends up going onto Google or whatever
and pretty soon finds not just a way to play that game without a CD but now
finds out how to get the "latest games" not just for free but more convenient
than ever through the world of peer networks and warez. As a result, as future
games come out, Joe Gamer must now balance "doing the right thing" (which
typically means driving up to the store, paying money to be inconvenienced by
copy protection) and loading up a program and just getting the game, for free,
quickly and painlessly.
That's why I think CD based copy protections are a bad idea. I think they create
pirates and aren't terribly effective anyway. They're supposed to keep the
honest "honest" but I propose a better way.
NOT Internet activation. Instead, game developers adopt a policy that has been
very successful in the non-game software market -- after release updates.
PC games often come out buggy, get one patch, and then are largely abandoned.
It's really hard to feel sympathy for game developers who treat their customers
that way. Instead of doing that, release frequent updates to the game for users.
For free. Have them go through a secure network so that only registered
purchasing users can get the update but make it as convenient as you can.
By doing this, you create a bigger incentive to be a customer than to be a
pirate. It becomes increasingly inconvenient to have the latest/greatest version
of the game via the warez route than the legitimate route.
This is what we've been doing with Galactic
Civilizations since it's release. You can buy it at the store or directly at
galciv.com and either way be able to download the full game electronically along
with regular free updates. It has no copy protection on the CD at all. You can
install it on your laptop and main PC. We "fight" piracy by releasing regular,
meaningful updates that are much easier to get legitimately than through warez
channels. We've found a lot of people who initially pirated GalCiv end up buying
it as a result. And sales of the game have been quite good. Sell-in at retail
world wide is in the six digit range so it's not a matter of "small scale"
solutions here.
So how do game developers do this? Just set aside a relatively small amount of
the development budget to implement user suggested features. One or two
developers, part time, for 8 to 12 month after release can make a big
difference. Is GalCiv pirated? Sure. But it's not nearly as easily available via
warez channels (we do monitor this stuff) as other games of similar retail sales
levels.
There's no magic bullet to stop piracy. Game companies need to realize that.
Instead, the goal should be to reduce piracy as much as possible and rather than
relying on some mechanism, they should focus on a *policy* that focuses on
making it more tempting to be a customer than to be a pirate.