Quoting Arturus Magi,
reply 6
Google's situation is hardly an appropriate comparison, give that it is a legal requirement for operating within mainland China.
Obeying a bad law is an act of evil.
Amen. It's just like if you want to get hired and the guy in the interview says "Well, one of the rules to get hired here is delivering some special services to your recruiter. So put off your dress now please." The choice is yours, of course, but Google wouldn't have starved after just saying "No, thanks. Your rules are not fitting my conscience." and leaving.
Whenever I go watch a movie, i pay lots of cash to be allowed in. And every single time I'm forced to watch a five minute anti-piracy trailer. I'm not going into the cinema anymore, instead I wait and then rent the DVD where the anti-piracy trailer is played _after_ the movie so I can just switch off.
The same applies to games. You try and force me accepting invasive DRM? "If you wanna play this, this is your way to go." Well thank you, then I don't. If you can't trust my cash then you're not to be helped and deserve to go bankrupt. Just around the corner there are other great games (for me, at the time being, Sins ,-) just waiting for me to spend a buck on. And that's what I do. As soon as there's any low level driver, root kit or the like, I'm out, there's no game in the world worthy enough to have me compromise the security of my system.
Getting back to the original question - for me the ideal DRM system would be none at all. Software piracy cannot be stopped by technology however advanced because it's software - you can take it apart, find out how it works and "fix" it. In every single case. So why bother? Especially, why embarass those people who are willing to pay with "clever" means of piracy suppression? People must learn that software is not goods/wares/merchandise but information -- if I sell you a secret word I'll just have to trust you won't tell it back to someone else. As for the resale "problem" - where does the attitude actually come from that there should be ways to prevent resale? I may resell a used car with no manufacturer frowning on me so why not resell a used game? Most usually you buy second hand wares when you can't affort the same thing new, or you don't see any benefit in spending this much more to have it a little earlier. So, would manufacturers just lower their prices over time there would be no resale market because it would be more convenient to buy a first-hand edition at a lower price. The approach that every license that cannot be resold will be bought originally as soon as it's technically enforced is just a wet dream of some analyst. If I don't get my ware at my price, I wait, and after a while I give up. But I'm not spending high bucks on things I don't deem worth. Besides, the argument that software doesn't "age" like a car does is void. Ever installed Ultima Underworld recently and had a look at this marvel? Software does age, it does lose value over time even though not a single byte of it may change.
So, why not just keep Impulse the way it is? Let it speak for itself. Let it spread, grow. There's no need for other publishers to be reassured and convinced by some technical stuff that by design cannot work the way they want to believe. There's only need for them to be convinced by figures. Join and expect this amount of trade, withhold and expect nothing. Let users try out things before they buy, then sell the full product without any hassle. Publisher trusts user, user trusts publisher, cash flows, both sides prosper, a win-win situation. This will spiral up all by itself, just wait and see. To ensure it actually does, I'm out to buy something now, hoping all of you follow my example. 