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<title>Techdirt. Stories filed under &quot;drm&quot;</title>
<description>Easily digestible tech news...</description>
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<image><title>Techdirt. Stories filed under &quot;drm&quot;</title><url>http://www.techdirt.com/images/td-88x31.gif</url><link>http://www.techdirt.com/</link></image>
<item>
<pubDate>Fri, 17 May 2013 17:27:00 PDT</pubDate>
<title>AP's Attempt At DRM'ing The News Shuts Down</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130516/14465423109/aps-attempt-drming-news-shuts-down.shtml</link>
<guid>http://www.techdirt.com/articles/20130516/14465423109/aps-attempt-drming-news-shuts-down.shtml</guid>
<description><![CDATA[ Plenty of people rightly <a href="http://www.techdirt.com/articles/20090723/1858235640.shtml">mocked</a> the news a few years ago that the Associated Press was working on a plan to "DRM the news."  The idea was to put some sort of licensing mechanism together to get news aggregators to pay to promote their news.  This seemed incredibly dumb for a whole host of reasons.  It added no value.  Its only purpose was to limit the value for everyone in the system by putting a tollbooth where none needed to exist.  When it finally <a href="http://www.techdirt.com/articles/20120110/04124117363/ap-finally-launches-newsright-its-righthaven-lite.shtml">launched</a> last year to great fanfare in the newspaper world, under the name "NewsRight," we pointed out that, once again, it made no sense.  Basically, the whole focus appeared to be on getting bloggers and aggregators to pay for a license they legally did not need.
<br /><br />
Since the launch... we heard absolutely nothing about NewsRight.  There was a launch, with its newspaper backers claiming it was some huge moment for newspapers, and then nothing.
<br /><br />
Well, until now, when we find out that <a href="http://www.poynter.org/latest-news/mediawire/213614/newsright-ambitious-attempt-at-licensing-newspaper-content-quietly-folds/" target="_blank">NewsRight quietly shut down</a>.  Apparently, among its many problems, many of the big name news organization <i>that owned NewsRight</i> wouldn't even include their own works as part of the "license" because they <a href="http://www.niemanlab.org/2013/05/the-newsonomics-of-where-newsright-went-wrong/" target"_blank">feared cannibalizing revenue</a> from other sources.  So, take legacy companies that are backwards looking, combine it with a licensing scheme based on no legal right, a lack of any actual added value and (finally) mix in players who are scared of cannibalizing some cash cow... and it adds up to an easy failure.<br /><br /><a href="http://www.techdirt.com/articles/20130516/14465423109/aps-attempt-drming-news-shuts-down.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130516/14465423109/aps-attempt-drming-news-shuts-down.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130516/14465423109/aps-attempt-drming-news-shuts-down.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>total-failure</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130516/14465423109</wfw:commentRss>
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<item>
<pubDate>Wed, 8 May 2013 05:34:31 PDT</pubDate>
<title>Will Wright Says SimCity Launch Was 'Inexcusable'</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml</link>
<guid>http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml</guid>
<description><![CDATA[ <p>
While we recently <a href="http://www.techdirt.com/blog/casestudies/articles/20130424/16513222825/how-eas-silent-treatment-pushed-simcity-story-into-background.shtml">discussed</a> how EA's silence has managed to push the backlash over the SimCity launch debacle into the background, anyone at all familiar with the <a href="http://www.techdirt.com/blog/?tag=simcity">story</a> realizes what a complete botch it was. The initial backlash was bad enough, but it was made all the worse when company <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">executive</a> after company <a href="http://www.techdirt.com/articles/20130318/10302422366/maxis-your-reward-buying-our-horribly-launched-simcity-is-previous-better-version-it.shtml">executive</a> came out of the woodwork to excuse, obscure, and otherwise make misleading comments about the more egregious aspects of the launch failure. The most frustrating of these was the <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">insistence</a> that the online requirement for the game was in no way a form of DRM, it was a simply a matter of vision in core gameplay, and anyone confusing the two doesn't understand the gaming software business.
<br /><br />
You know who <i>does</i> know a great deal about that business, however? The creator of the Sim City franchise, and legend, Will Wright. And <a href="http://kotaku.com/simcitys-creator-calls-simcity-launch-inexcusable-493225797">when asked to comment about the latest iteration of the franchise</a>, which he didn't have a hand in, he spoke quite plainly.
<blockquote>
<i>"I feel bad for the team", he says. "I could have predicted - I kind of did predict there'd be a big backlash about the DRM stuff."</i></blockquote>
Yeah, that's Wright<i> </i>telling EA that they should have seen this coming. He goes on to say that he actually enjoys the game quite a bit, but adds in some fairly harsh words for the anti-customer method of the launch.
<blockquote>
<i>"That was basically inexcusable, that you charge somebody $60 for a game and they can't play it. I can understand the outrage. If I was a consumer buying the game and that happened to me, I'd feel the same."</i></blockquote>
To understand the gravity of a legend like Wright making these comments, it would be as if the leaders of the world went on a world tour telling you how great the entire planet was in every way and how you had only them to thank for it being so mega-awesome, all the while war, murder and famine occurred around you. Then, just as you were getting fed up with the lies and BS, whatever God you might believe in parted the heavens, poked his head through, and said, "Hey, not bad, but you guys kind of f%@#ed the whole thing up."
</p><br /><br /><a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130507/12200522979/will-wright-says-simcity-launch-was-inexcusable.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>from-god's-lips</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130507/12200522979</wfw:commentRss>
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<item>
<pubDate>Mon, 6 May 2013 07:20:00 PDT</pubDate>
<title>The Fight Over DRM In HTML5 Should Represent The Last Stand For DRM</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130505/16411122954/fight-over-drm-html5-should-represent-last-stand-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130505/16411122954/fight-over-drm-html5-should-represent-last-stand-drm.shtml</guid>
<description><![CDATA[ Back in January, we noted our disappointment with the news that there was a proposal underway to <a href="http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml">add DRM to HTML5</a> (called "Encrypted Media Extensions" or EME), backed by Microsoft, Netflix and Google.  It was further disappointing to see web creator Tim Berners-Lee <a href="http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml">defend</a> the proposal, saying that it was necessary or "people will just go back to using Flash."  While the W3C has tried to defend this position by saying that it's <a href="http://www.w3.org/QA/2013/03/drm_and_the_open_web.html" target="_blank">not really about DRM</a> -- and has said it will convene a group to "investigate how to keep the Web maximally open" -- there are still pretty big concerns about this proposal.  And it seems quite clear that DRM and locking up content is at the heart of it.
<br /><br />
Netflix, perhaps the biggest supporter of the proposal, has noted that it <a href="http://techblog.netflix.com/2013/04/html5-video-at-netflix.html" target="_blank">cannot support HTML5 until such support is added</a>, and made it clear that the DRM part is what matters.
<blockquote><i>
The video content we stream to customers is protected with Digital Rights Management (DRM). This is a requirement for any premium subscription video service. The Encrypted Media Extensions allow us to play protected video content in the browser by providing a standardized way for DRM systems to be used with the media element. For example, the specification identifies an encrypted stream format (Common Encryption for the ISO file format, using AES-128 counter mode) and defines how the DRM license challenge/response is handled, both in ways that are independent of any particular DRM. We need to continue to use DRM whether we use a browser plugin or the HTML5 media element, and these extensions make it possible for us to integrate with a variety of DRM systems that may be used by the browser.
</i></blockquote>
This seems disingenuous.  While Netflix and its studio partners may <i>like</i> DRM, there is no reason that it actually "is a requirement for any premium subscription video service."  Lots of professional content and marketplaces work without DRM.  Yes, some will copy, but most don't seem to bother.  There is no reason that this needs to be built in, and there are many consequences for doing so.
<br /><br />
A variety of groups are now speaking out in response to all of this and hitting back against the plan.  The EFF's Peter Eckersley and Seth Schoen penned a <a href="https://www.eff.org/deeplinks/2013/03/defend-open-web-keep-drm-out-w3c-standards" target="_blank">detailed explanation for why this is a bad idea</a>:
<blockquote><i>
In the past two decades, there has been an ongoing struggle between two views of how Internet technology should work. One philosophy has been that the Web needs to be a universal ecosystem that is based on open standards and fully implementable on equal terms by anyone, anywhere, without permission or negotiation. This is the technological tradition that gave us HTML and HTTP in the first place, and epoch-defining innovations like wikis, search engines, blogs, webmail, applications written in JavaScript, repurposable online maps, and a hundred million specific websites that this paragraph is too short to list.
<p>
The other view has been represented by corporations that have tried to seize control of the Web with their own proprietary extensions. It has been represented by technologies like Adobe's Flash, Microsoft's Silverlight, and pushes by Apple, phone companies, and others toward <a href="https://www.eff.org/deeplinks/2012/05/apples-crystal-prison-and-future-open-platforms">highly restrictive new platforms</a>. These technologies are intended to be available from a single source or to require permission for new implementations. Whenever these technologies have become popular, they have inflicted damage on the open ecosystems around them. Websites that depend on Flash or Silverlight typically can't be linked to properly, can't be indexed, can't be translated by machine, can't be accessed by users with disabilities, don't work on all devices, and pose security and privacy risks to their users. Platforms and devices that restrict their users inevitably prevent important innovations and hamper marketplace competition.
</p>
<p>
The EME proposal suffers from many of these problems because it explicitly abdicates responsibilty on compatibility issues and let web sites require specific proprietary third-party software or even special hardware and particular operating systems (all referred to under the generic name "content decryption modules", or CDMs, and none of them specified by EME). EME's authors keep saying that what CDMs are, and do, and where they come from is totally outside of the scope of EME, and that EME itself can't be thought of as DRM because not all CDMs are DRM systems. Yet if the client can't prove it's running the particular proprietary thing the site demands, and hence doesn't have an approved CDM, it can't render the site's content. Perversely, this is exactly the reverse of the reason that the World Wide Web Consortium exists in the first place. W3C is there to create comprehensible, publicly-implementable standards that will guarantee interoperability, not to facilitate an explosion of new mutually-incompatible software and of sites and services that can only be accessed by particular devices or applications. But EME is a proposal to bring exactly that dysfunctional dynamic into HTML5, even risking a return to the "<a href="http://www.anybrowser.org/campaign/index.html">bad old days, before the Web</a>" of deliberately limited interoperability.
</p>
</i></blockquote>
In response to all of this the <a href="https://www.fsf.org/news/coalition-against-drm-in-html" target="_blank">Free Software Foundation</a> and <a href="http://www.defectivebydesign.org/dbd-condemns-drm-in-html" target="_blank">Defective by Design</a> launched a campaign against DRM in HTML5, and last week delivered a petition to the W3C against the plan (though you can still sign the petition) and <a href="http://www.defectivebydesign.org/oscar-awarded-w3c-in-the-hollyweb" target="_blank">awarded the W3C "the best supporting role in <i>The Hollyweb</i></a>.
<br /><br />
The simple fact is that DRM doesn't work and has tremendous unintended consequences that tend to harm legitimate buyers of works.  It decreases their value while doing little to stop infringement.  Lots of people have realized this for years, but it's true that many in copyright-heavy fields still live under the delusion that DRM actually does something useful.  And, it might: the only thing that DRM effectively does is give legacy players a <a href="http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml">veto right</a> on new and innovative technologies.
<br /><br />
That's really not something the W3C should be supporting -- nor, frankly, is it something that Netflix, Google and Microsoft should be supporting.
<br /><br />
Business models for content work just fine without DRM.  It's time that the industries producing content finally recognize that.  Music has mostly gotten there, but clearly the movie industry is still behind the times on this one.  If HTML5 provides enough value without DRM, Netflix and others will figure out how to adopt it eventually.  The benefits of using it will just be too powerful to avoid, even if some freak out about the lack of built-in DRM.  The industry needs to get over its silly obsession with DRM and to move forward with more compelling technologies and innovation.<br /><br /><a href="http://www.techdirt.com/articles/20130505/16411122954/fight-over-drm-html5-should-represent-last-stand-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130505/16411122954/fight-over-drm-html5-should-represent-last-stand-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130505/16411122954/fight-over-drm-html5-should-represent-last-stand-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>time-to-get-past-a-bad-idea</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130505/16411122954</wfw:commentRss>
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<pubDate>Thu, 2 May 2013 13:15:00 PDT</pubDate>
<title>Tor Books UK Says Ditching DRM Showed No Increase In Piracy</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130430/22322922899/tor-books-uk-says-ditching-drm-showed-no-increase-piracy.shtml</link>
<guid>http://www.techdirt.com/articles/20130430/22322922899/tor-books-uk-says-ditching-drm-showed-no-increase-piracy.shtml</guid>
<description><![CDATA[ We've never quite understood the purpose behind DRM, and have said so many times.  It doesn't stop infringement, because the DRM is always cracked, and the crack always leads to a clean version.  And once you have a clean version, it's available everywhere.  Those who want to infringe will do so.  So, in the end, the only thing DRM does is (1) annoy legitimate buyers and (2) lock in certain platforms such that the ebook platform providers (hello Amazon!) have <a href="http://www.techdirt.com/articles/20120210/01364817725/how-publishers-repeated-same-mistake-as-record-labels-drm-obsession-gave-amazon-dominant-position.shtml">much more power</a>  than the publishers.  Given that, I've been amazed for years that the ebook world hasn't moved more strongly towards a DRM-free world, which the music industry was eventually forced to embrace (with little corresponding harm).  A number of smaller publishers have embraced the promise of DRM-free ebooks, and a year ago, Tor, publishers of lots of popular sci-fi works, made plenty of news for going DRM-free in both the US and the UK.
<br /><br />
<a href="http://www.techdirt.com/user/zacwolf">Zac Morris</a> was the first of a few of you to point us to a blog post from Tor UK talking about <a href="http://www.tor.com/blogs/2013/04/tor-books-uk-drm-free-one-year-later" target="_blank">the impact one year later</a> with the key line being:
<blockquote><i>
As it is, we've seen no discernible increase in piracy on any of our titles, despite them being DRM-free for nearly a year.
</i></blockquote>
Given the point we made above, this is hardly surprising.  In fact, it seems almost silly to look at all the fears some had about the move to DRM-free.  In fact, it looked like Tor was a lot more worried about it than its authors.  As the blog post notes, when it carefully approached its authors, including some best sellers, they were eager to support the move, with many applauding the publisher for taking that step, rather than being anti-consumer.  Tor notes that the very fact that both its customers and authors seemed aligned on this issue made the decision much easier to make in the long run.
<br /><br />
Of course, the real question now is <i>who's next</i>?  I'm still amazed that any publisher thinks that DRM is a good idea.  Now Tor's provided more evidence that removing it doesn't increase infringement rates.  So, in one single move, publishers can provide significantly more value and convenience for ebook buyers, and take some of the power away from Amazon without any risk of greater infringement.  It's astounding that publishers aren't pushing each other aside to make a similar move.<br /><br /><a href="http://www.techdirt.com/articles/20130430/22322922899/tor-books-uk-says-ditching-drm-showed-no-increase-piracy.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130430/22322922899/tor-books-uk-says-ditching-drm-showed-no-increase-piracy.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130430/22322922899/tor-books-uk-says-ditching-drm-showed-no-increase-piracy.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>of-course-not</slash:department>
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<pubDate>Fri, 19 Apr 2013 10:25:26 PDT</pubDate>
<title>Attention Game Developers And Console Manufacturers: 'Always On' Is NOT The Same As 'Always Connectable'</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130416/18174622735/attention-game-developers-console-manufacturers-always-is-not-same-as-always-connectable.shtml</link>
<guid>http://www.techdirt.com/articles/20130416/18174622735/attention-game-developers-console-manufacturers-always-is-not-same-as-always-connectable.shtml</guid>
<description><![CDATA[ <p>
Game publishers and console manufacturers have been feeling some intensified heat from customers about "always on" requirements. (<a href="http://www.techdirt.com/blog/?tag=simcity" target="_blank">SimCity, anyone</a>?) Microsoft has been battling rumours that the new Xbox will need an internet connection to function, an issue greatly magnified by some <a href="http://www.techdirt.com/articles/20130405/06384622592/microsoft-creative-director-defends-always-online-insults-customers-murders-logicall-one-day.shtml" target="_blank">unfortunate tweets</a> by its (former) Creative Director.
<br /><br />
Ubisoft has <a href="http://www.techdirt.com/blog/?company=ubisoft" target="_blank">played the villain</a> quite frequently in recent years, lacing its single player games with DRM requiring (at minimum) an initial internet connection at bootup. The CEO of Ubisoft Montreal (Yannis Mallat) <a href="http://www.guardian.co.uk/technology/gamesblog/2013/apr/15/yannis-mallat-ubisoft-interview" target="_blank">seems to be perfectly fine with "always online" next gen consoles</a>, stating simply, "I would say that a lot of people are already always online through other devices. I would suspect the audience is ready."
<br /><br />
It almost seems like a logical statement, but Mallat is making some <i>huge</i> assumptions about what the public is "ready" for. A console that won't do <i>anything</i> without (at the very least) phoning home isn't one of them, as indie game developer Rob Fearon (a.k.a. Rob Remakes -- <a href="http://bagfullofwrong.co.uk/bagfullofwords/death-ray-manta/" target="_blank">creator of DRM</a>, a game with absolutely <i>no</i> DRM) <a href="http://www.merseyremakes.co.uk/gibber/2013/04/always-on/" target="_blank">points out in his rather devastating response post</a>.
<blockquote>
<i>Look, we really need to start making the difference clear here. Lots of people are <b>always connectible</b> through other devices not <b>always online</b>. My iThing is <b>always connectible</b>, my computer is <b>always connectible</b>, my Xbox360 is <b>always connectible</b>. <b>None are always online</b>. Neither do they require me to be online to be functional.</i></blockquote>
Those pushing for this sort of "innovation" continually point to the fact that many people spend a great deal of time on the internet as an indication that the public is dying to purchase a console that requires an always-on connection, even though no console has <i>ever</i> required that in the past. If this half-assed assumption/analogy fails to do the job, they trot out several others. Rob has answers for each and every one of these industry-tropes-in-the-making.
<br /><br />
"Steam requires an internet connection."
<blockquote>
<i>Even Steam which is for the most part like a rock, that falls on its arse occasionally. Thing is, if Steam falls on its arse occasionally then that&rsquo;s OK because I don&rsquo;t need to be connected most of the time providing I&rsquo;ve got a nice offline mode to rely on.</i></blockquote>
"Your phone always needs to be 'connected.'"
<blockquote>
<i>My phone is always on, yeah. And there&rsquo;s loads of times where I can&rsquo;t use my phone because the signal drops, the phone goes a bit bonkers for some reason, I&rsquo;m in a lead lined shed like I think our local Asda is or something. I dunno. <b>Thing is, my one big &ldquo;always on&rdquo; device has more time where I can&rsquo;t use it than anything else I own</b>. This is something to aspire to? Something that&rsquo;s not always functional like my phone?</i></blockquote>
"Cable/DSL? That flows right into your house like water from a tap you can't shut off, right?"
<br /><br />
Always on, except when it isn't. No one has 100% uptime. No one. Even the services behind these consoles, like Xbox Live, experience downtime. What then? A console that needs to connect to play a game is effectively shut down because the underlying platform is undergoing routine maintenance/hacking.
<br /><br />
There's no comparison that results in 100% uptime, or any percentage that's going to satisfy someone who's just shelled out $500 for a paperweight that contains all the hardware and software to play games but <i>simply won't</i> unless something on the other end gives the thumbs up.
<blockquote>
<i>I&rsquo;m not really convinced I want a console that&rsquo;s as always on as my phone is. I&rsquo;m not really convinced I want a console that&rsquo;s as always on as my cable is. Because I want to just be able to play my console. <b>I don&rsquo;t want to buy into something that has less uptime than what I already have</b>, I don&rsquo;t want to buy something less likely to let me play when I want.</i></blockquote>
This is what people are worried about and this is why they're irate. If a console manufacturer decides to add this requirement to its hardware, it will be going against the wishes of its customers <i>solely</i> to satisfy its own agenda(s). That agenda may be to push its online services harder. That agenda may be to reduce piracy. That agenda may be to cut out the secondhand market. All of these agendas cater to the desires of the manufacture. They do absolutely nothing for the end users.
<br /><br />
Ubisoft's CEO thinks the audience is ready. It's a bullshit statement. Certain game developers and console manufacturers might be, but the audience certainly isn't. But it's more than a self-serving bit of PR speak. It's a statement of intent.
<blockquote>
<i>[W]hen someone says &ldquo;we think the audience is ready&rdquo; you can read that as &ldquo;<b>we&rsquo;re doing it anyway</b>&rdquo; really.</i></blockquote>
Keep that in mind when you hear statements from developers and console manufacturers about the public's apparently secret love for always-connected devices. Their "read" on the market is nothing more than them signalling a desire to put the customers' desires <i>dead last</i>.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130416/18174622735/attention-game-developers-console-manufacturers-always-is-not-same-as-always-connectable.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130416/18174622735/attention-game-developers-console-manufacturers-always-is-not-same-as-always-connectable.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130416/18174622735/attention-game-developers-console-manufacturers-always-is-not-same-as-always-connectable.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>for-starters,-one's-an-imposition</slash:department>
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<pubDate>Thu, 18 Apr 2013 08:44:54 PDT</pubDate>
<title>EA Shuts Down Social Media Games Without Refunding Money</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml</link>
<guid>http://www.techdirt.com/articles/20130417/08024722740/ea-shuts-down-social-media-games-without-refunding-money.shtml</guid>
<description><![CDATA[ <p>
Fresh off their victorious repeat of "Worst Company In America" Consumerist award, which the company brass explained away by <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">reminding</a> us how killer-awesome they are, Electronic Arts is now taking steps to mend the wounds with their customers. And by mending the wounds I mean taking down more games on social media sites in which those customers have spent <a href="http://www.pcworld.com/article/2034664/eas-shuttered-facebook-games-a-cautionary-tale-for-online-only-play.html">real-world money for in-game currency</a>, without any promise for refunds. So it's less mending wounds and a little more tossing salt on them, I suppose. Per <a href="http://www.ea.com/news/maxis-an-update-on-facebook-titles">EA's blog</a>:
<blockquote>
<i>Today we are informing players of the difficult decision to retire some of our Facebook games: The Sims Social, SimCity Social and Pet Society. For players who have enjoyed our games, we will be making a special offer to introduce you to a PopCap game. You&rsquo;re a valued fan and we want to make sure you get a smooth transition to PopCap. More details about that offer will appear in-game soon.</i></blockquote>
Yup, those of you who bought currency for game X can either enjoy an offer for game Y, or else you can always have fun by pounding a bunch of sand. Now, it is true that game shutdowns were always a possibility, and perhaps even an inevitability, when it came to social media gaming, but there's a better response to be had from EA than offering store credit on games that the customer may not want at all, especially for a company in such dire need of even a dash of good PR. Still, there's a larger lesson to be learned here, and that lesson is you should run screaming from always-online requirements with every opportunity to do so. Per the original PC World article:
<blockquote>
<i>If you have no interest in Facebook gaming, these closures may not seem so tragic. But keep in mind that the push toward online-only games doesn't stop with Facebook or with massive multiplayer games that have always been susceptible to shutdowns. EA's SimCity requires a server connection, which has caused all sorts of problems with the game's launch. The same was true for Activision's Diablo III. What happens when the publishers of these games don't feel like keeping them up and running anymore?</i></blockquote>
What happens? Let me refer you to the aforementioned pounding of sand. There are some types of games where this is more understandable than others. Games that rely primarily on social constructs and multiplayer come with an understanding that they can't go on in perpetuity. But when the primary <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">game</a> mechanic is not social and the company still requires a connection? Well, that's just holding you and your money hostage, friends. And with the rumors of always-online <a href="http://www.techdirt.com/articles/20130405/06384622592/microsoft-creative-director-defends-always-online-insults-customers-murders-logicall-one-day.shtml">console</a> requirements, gamers need to be aware that it might not be a game their purchasing with their hard-earned money. They may only be buying borrowed time.
<br /><br />
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 ]]></description>
<slash:department>lessons-about-always-online</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130417/08024722740</wfw:commentRss>
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<item>
<pubDate>Wed, 10 Apr 2013 05:45:56 PDT</pubDate>
<title>Ubisoft uPlay Launcher Exploit Strips DRM From All Publisher's Games</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130409/13010922637/ubisoft-uplay-launcher-exploit-strips-drm-all-publishers-games.shtml</link>
<guid>http://www.techdirt.com/articles/20130409/13010922637/ubisoft-uplay-launcher-exploit-strips-drm-all-publishers-games.shtml</guid>
<description><![CDATA[ <p>
<a href="http://www.techdirt.com/blog/?company=ubisoft">Ubisoft's</a> history of DRM use has been...interesting. One could nearly write an entire book on how to fail at DRM using nothing but examples from the company. DRM that allows hackers to take <a href="http://www.techdirt.com/articles/20120730/04291119876/ubisoft-drm-fiasco-allows-any-website-to-take-control-your-computer.shtml">control</a> of gamers' machines. DRM <a href="http://www.techdirt.com/articles/20120203/07550617650/ubisoft-cuts-off-legit-players-with-drm-server-migration-pirates-play.shtml">punishing</a> only paying customers when Ubisoft decides to move their servers. DRM that is, seriously, comprised of f$#%ing <a href="http://www.techdirt.com/articles/20101203/09510612115/ubisofts-new-drm-vuvuzelas.shtml">vuvuzelas</a>. What you'll notice as a trend in these examples, however, is that at least Ubisoft was content to punish only their own customers or themselves, depending on the situation.
<br /><br />
Not so, any longer. Their uPlay client for PCs was built so poorly that a simple tool developed by hackers can fool the client into thinking users already own copies of games, allowing for completely <a href="http://paritynews.com/security/item/950-ubisoft-uplay-launcher-hack-leads-to-far-car-3-blood-dragon-leak">DRM-free versions of games from <i>other</i> publishers</a> to be downloaded for free from their platform. As an apparent sign of solidarity by Ubisoft, they also managed to offer up their own unreleased game via the exploit as well.
<blockquote>
<i>The vulnerability is allegedly present in the uPlay launcher, which when exploited gives DRM free access to gaming titles from almost all game publishers including the likes of EA Games and Square Nix. Far Cry 3: Blood Dragon, which hasn&rsquo;t been released yet, is lying on Ubisoft servers which hackers have downloaded. As a proof of the exploit, hackers even posted an 1 hour 30 mins <a href="http://www.dailymotion.com/video/xyv493_far-cry-3-blood-dragon-leaked_videogames">long footage of the game</a>.</i>
</blockquote>
Typically, when one does something over a long period of time, one gets better at it. Ubisoft appears to be an anomaly in this respect, going so far backwards on the practice of DRM that even their own client software can strip it out with but a little assistance from hackers. Nevermind how stupid and useless DRM is to begin with; now publishers can't even trust the software that is supposed to deliver it. With enemies of DRM hidden everywhere, even in inanimate software, perhaps it's time to give it up entirely.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130409/13010922637/ubisoft-uplay-launcher-exploit-strips-drm-all-publishers-games.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130409/13010922637/ubisoft-uplay-launcher-exploit-strips-drm-all-publishers-games.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130409/13010922637/ubisoft-uplay-launcher-exploit-strips-drm-all-publishers-games.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>oopsie</slash:department>
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<pubDate>Mon, 8 Apr 2013 11:53:00 PDT</pubDate>
<title>EA COO: We Get Votes For 'Worst Company' Because We're Awesome And Voters Are Homophobes</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml</link>
<guid>http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml</guid>
<description><![CDATA[ <p>
Following the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">SimCity</a> launch debacle and recent ridiculous <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">comments</a> made by EA's Label President, it's beginning to look like we're seeing some kind of inter-company contest amongst EA executives over who can step in it the most. The company is somewhat recently infamous for being voted "The Worst Company In America" in a <a href="http://consumerist.com/2012/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012.html">poll by The Consumerist</a> and, congratulations, they have made <a href="http://consumerist.com/2013/04/08/worst-company-in-america-final-death-match-bank-of-america-vs-ea-part-ii/#more-10124857" target="_blank">the final match-up</a> in that same poll again this year (voting ends tonight). I can certainly understand that executives for the company aren't too pleased about this chance at repeating the "award", but certainly <i>cannot</i> understand why their COO would come out with one of the most obfuscating attempts to create a sympathetic narrative ever devised.
<br /><br />
Yet, that's exactly what Peter Moore did on EA's site, in a <a href="http://www.ea.com/news/we-can-do-better">rambling half-pushback semi-admission on the company's missteps</a> that ultimately concludes that EA is super-freaky-awesome and homophobes are generating The Consumerist's poll results. Seriously, just look at how he begins.
<blockquote>
<i>The tallest trees catch the most wind.</i></blockquote>
<blockquote>
<i>That&rsquo;s an expression I frequently use when asked to defend EA&rsquo;s place in the gaming industry. And it comes to mind again this week as we get deeper into the brackets of an annual Web poll to name the &ldquo;Worst Company in America.&rdquo;</i></blockquote>
He goes on to equate EA with the Yankees, Lakers, and Manchester United, suggesting that the company only gets so much criticism because they are so awesome and successful. It's a very interesting position to take, given the company's stock has plummeted by roughly 60% in the past 5 years. That number alone shouldn't be taken as a tell-all, of course, given how the financial crisis generally effected most industries this past half a decade. Considering that the company has had a <a href="http://www.marketwatch.com/investing/stock/ea/financials">net-income positive result once</a> in that same time span, on the other hand, with <a href="http://www.nytimes.com/2013/01/31/technology/electronic-arts-posts-decline-in-revenue.html?_r=0">outlook for 2013 being negative</a>, I'm not sure the positioning of the company as some kind of perennial industry force holds much merit. Still, the complaints in the polls haven't been focused on revenue, so let's let Moore tackle those questions head-on.
<blockquote>
<i>Some of these complaints are 100 percent legitimate &ndash; like all large companies we are not perfect. But others just don&rsquo;t hold water:</i></blockquote>
He then lists of these non-water-holding complaints, beginning with the idea that SimCity's always-online component is DRM (he notes that EA has said repeatedly it isn't, which means it's so, I guess), then that Origin isn't successful (ignoring the <a href="http://www.techdirt.com/articles/20130318/01034122364/eas-troubles-keep-getting-worse-big-security-flaw-discovered-origin-platform.shtml">massive</a> security flaw), then he takes on the tons of people who hate playing games for free (wut?), Madden cover athletes (right game, wrong complaint), and then he finishes with my favorite of the list, a massive voting backlash against the company because of its inclusion of homosexual, bisexual, and transgender characters in their games.
<blockquote>
<i>In the past year, we have received thousands of emails and postcards protesting against EA for allowing players to create LGBT characters in our games. This week, we&rsquo;re seeing posts on conservative web sites urging people to protest our LGBT policy by voting EA the Worst Company in America. That last one is particularly telling. If that&rsquo;s what makes us the worst company, bring it on. Because we're not caving on that.</i></blockquote>
See, Peter, the thing is that if you're trying to combat the idea that your company is the most horrific of them all, it's probably best not to attempt to falsely co-opt the plight of those actually suffering true prejudice against their nature just to drum up sympathy. As someone fairly in-tune with both gaming news and politics, let me assure Moore and everyone else reading this that any attempt at backlash over gay characters in games like Mass Effect was a complete non-starter. In fact, there seemed to be a much <i>bigger</i> backlash against the earlier games <i>not </i>including those characters. It's one of the things I'm most proud of my generation, that the tide is finally turning against bigotry for our brothers and sisters in the LGBT community. Moore's attempt to use their suffering to shield EA from criticism is beyond shameful.
<br /><br />
Adding to that shame is the complete dodge-job the post commits on all of the <i>actual criticism</i> against EA. Reasons for the polling last year cited the day-one DLC use and EA's notorious tendency to gobble up smaller developers and murder them to the despair of their fan base, along with their stranglehold exclusive sports licensing. As <a href="http://consumerist.com/2013/04/05/ea-admits-it-can-do-better-but-blames-worst-company-success-on-homophobes-and-whiny-madden-fans/">Consumerist itself notes</a>:
<blockquote>
<i>Instead, it looks at EA&rsquo;s history of buying up smaller, successful developers with the intention of milking &mdash; and arguably ruining &mdash; the intellectual properties that made these acquired companies so attractive. It also discusses EA&rsquo;s exclusivity deals on popular sports games, that some say effectively sets the bar for retail prices for the rest of the gaming industry.</i>
<br /><br />
<i>Then there&rsquo;s the issue of microtransactions, in-game purchases that EA has made no secret are at the center of its business model. Many customers believe that EA&rsquo;s view of microtransactions isn&rsquo;t to simply charge customers a little bit of money for something that is additional, but not integral, to the core game, but rather to put out broken or deliberately incomplete games with the ultimate goal of selling add-on content that should have been included in the $60 price tag to begin with.</i></blockquote>
Add to the continuation of those practices the failure and lying about SimCity and it'd be a bigger surprise if EA <i>didn't</i> find itself amongst the most hated companies again this year. And if there's anything they could do to position a subsequent run in 2014 better than trying to milk the plight of the LGBT community, I can't imagine what that would be.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130408/10133522624/ea-coo-we-get-votes-worst-company-because-were-awesome-voters-are-homophobes.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>uh-oh</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130408/10133522624</wfw:commentRss>
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<pubDate>Thu, 28 Mar 2013 12:03:58 PDT</pubDate>
<title>EA Labels President: DRM Is A Failed Strategy, But SimCity Didn't Have Any DRM</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml</guid>
<description><![CDATA[ <p>
I must admit that there are times when I become very concerned about whether or not I can actually read. Or, more concerning yet, whether I have the proper capacity to imbibe reality at all. This, friends, is surely one of those times. Barely a week removed from Super Meat Boy developer Tommy Refenes <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml">alerting</a> Electronic Arts to the fact that their own DRM hurts their bottom line more than any amount of piracy, still in the midst of what some might call the wind-down curve of the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">SimCity</a> fiasco, and with examples like <a href="http://www.techdirt.com/articles/20080909/0318592211.shtml">Spore</a> and their single-use <a href="http://www.techdirt.com/articles/20100511/1032029379.shtml">codes</a> still in my mind, I find a statement made by EA Labels President Frank Gibeau that seeks to unmake all of those thoughts.
<br /><br />
At a developers conference, Gibeau revealed his belief that <a href="http://kotaku.com/ea-labels-president-calls-drm-a-failed-dead-end-strat-461313335">DRM is a completely useless tool for game developers</a>. Then, to make sure that my brain was as confused as possible, he made sure I knew that SimCity didn't have any DRM component to it.
<blockquote>
<i>"DRM is a failed dead-end strategy; it's not a viable strategy for the gaming business. So what we tried to do creatively is build an online service in the SimCity universe and that's what we sought to achieve."</i>
</blockquote>
I'll wait for your own cerebellums to cease attempting to commit suicide before beginning with the obvious rebuttal: wut? EA, notorious purveyor of DRM, now says that DRM is a failure. They also insist that requiring an always online connection for their SimCity game to function out of the box was never about DRM, it was about making the game an MMO.
<blockquote>
<i>"I was involved in all the meetings. DRM was never even brought up once," Gibeau told GI.biz. "You don't build an MMO because you're thinking of DRM&mdash;you're building a massively multiplayer experience, that's what you're building. If you play an MMO, you don't demand an offline mode, you just don't. And in fact, SimCity started out and felt like an MMO more than anything else and it plays like an MMO."</i>
</blockquote>
Except, of course, when it <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">doesn't</a>. In fact, if the game can be tweaked to play offline and is essentially the same experience, then your game is almost exactly <i>nothing</i> like a massively multiplayer online game. This, particularly from a company that as been caught with its hand in the lying cookie jar already, is an instantly dismissable pile of BS.
<br /><br />
But, SimCity aside, I would issue a challenge to Mr. Gibeau. If in fact you and your company believes that DRM is a "failed strategy", then I am sure we shall never see any form of DRM in your games moving forward. Who wants to take bets on that one?
</p><br /><br /><a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130328/05304422492/ea-labels-president-drm-is-failed-strategy-simcity-didnt-have-any-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>wait,-what?</slash:department>
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<pubDate>Tue, 26 Mar 2013 10:06:28 PDT</pubDate>
<title>True Purpose Of DRM: To Let Copyright Holders Have A Veto Right On New Technologies</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml</link>
<guid>http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml</guid>
<description><![CDATA[ A whole bunch of people have been submitting Ian Hickson's writeup on <a href="https://plus.google.com/107429617152575897589/posts/iPmatxBYuj2" target="_blank">the true purpose of DRM</a>.  Given how many people have submitted it, perhaps you've seen it already, but there are some really good points in there.  His main thesis is that the debates over DRM tend to focus on the wrong thing.  The anti-DRM crowd points out that DRM does not and <i>cannot</i> stop copying.  Supporters of DRM say that's not true.  Hickson agrees that DRM does not stop copying, but he argues that the purpose of DRM has never really been about stopping copying, but about gaining control over software and hardware tools that play content:
<blockquote><i>
The purpose of DRM is not to prevent copyright violations.
<br /><br />
The purpose of DRM is to give content providers leverage against creators of playback devices.
<br /><br />
Content providers have leverage against content distributors, because distributors can't legally distribute copyrighted content without the permission of the content's creators. But if that was the only leverage content producers had, what would happen is that users would obtain their content from those content distributors, and then use third-party content playback systems to read it, letting them do so in whatever manner they wanted.
</i></blockquote>
He provides a few examples, such as how DVD players force you to watch "unskippable" ads, how services like Netflix can try to limit you from watching the same movie simultaneously on two devices, and how if you buy a movie on iTunes, and want to then watch it on a non-iPhone, you'll have to buy it again.  As he notes none of those things are really about copyright violations.
<blockquote><i>
In all three cases, nobody has been stopped from violating a copyright. All three movies are probably available on file sharing sites. The only people who are stopped from doing anything are the <b>player</b> providers -- they are forced to provide a user experience that, rather than being optimised for the users, puts potential future revenues first (forcing people to play ads, keeping the door open to charging more for more features later, building artificial obsolescence into content so that if you change ecosystem, you have to purchase the content again).
</i></blockquote>
If you're wondering <i>why</i> copyright holders are soooooooo desperate to have anti-circumvention provisions in copyright law, this is why.  In the past, we'd pointed out that it didn't make sense for the movie studios and record labels to be <i>so</i> focused on anti-circumvention/digital locks, since if people are violating copyright law (such as by reproducing or distributing copies), existing copyright law already covers that.  So why add in a separate provision all about circumvention -- and then be so focused on making sure the same provision exists in all laws around the globe?  It seemed silly, because the only "additional" benefit it seemed to be providing was to outlaw <i>legal</i> forms of copying, since everything else was already covered under existing law.
<br /><br />
However, Hickson's argument explains much more clearly why anti-circumvention provisions are seen as an absolute necessity.  It has nothing to do with copying, and everything to do with controlling the players so as to limit the kind of innovation they can provide.  It's basically a de facto veto power over new technologies.  And, really, that puts a bunch of other statements in context as well.  Remember how former Copyright Register Ralph Oman was <a href="http://www.techdirt.com/blog/innovation/articles/20120927/00320920527/former-copyright-boss-new-technology-should-be-presumed-illegal-until-congress-says-otherwise.shtml">saying</a> that new player technologies should be illegal until Congress approved them?  Yeah, same basic thing.
<br /><br />
All of this shows a legacy copyright industry that is so focused on holding back innovation so that they have a veto right and control over the pace of innovation.  That, of course, is bad for the economy, bad for the public and bad for society.  Innovation is important in growing the economy, and due to silly laws around DRM, we are purposely holding it back.<br /><br /><a href="http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130325/11132122455/true-purpose-drm-to-let-copyright-holders-have-veto-right-new-technologies.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>why-they-fight-so-hard-for-anti-circumvention</slash:department>
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<pubDate>Wed, 20 Mar 2013 05:34:25 PDT</pubDate>
<title>Super Meat Boy Developer To EA: DRM Hurts Your Bottom Line More Than Piracy Does</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml</link>
<guid>http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml</guid>
<description><![CDATA[ <p>
The wheels have now come completely off EA's DRMobile, thanks to its botched SimCity launch that was marred by <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">server issues</a>, long lines at the refund counter and some <a href="http://www.techdirt.com/articles/20130318/01035222365/simcity-always-online-drm-lets-hackers-play-godzilla-with-anyones-cities.shtml" target="_blank">amazingly bad coding</a>, all held together by Maxis GM Lucy Bradshaw's irrepressible <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml" target="_blank">bullshit-spinning</a>. The <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml" target="_blank">backlash</a> has been enormous and EA is likely wishing it was back in the good old days when <a href="http://www.techdirt.com/search.php?q=spore&#038;search=Search&#038;edition=&#038;tid=&#038;aid=&#038;searchin=stories" target="_blank">Spore </a>(remember that <a href="http://www.techdirt.com/articles/20080909/0318592211.shtml" target="_blank">backlash</a>?) was nothing more than <a href="http://en.wikipedia.org/wiki/Development_of_Spore#Release_date_delays" target="_blank">harmless vaporware</a>.
<br /><br />
It's safe to say that EA has almost single-handedly run the <strike>good</strike> highly-tarnished name of DRM and internet-only requirements into the ground, finishing the job <a href="http://www.techdirt.com/articles/20120724/20095919818/german-consumer-group-not-happy-with-diablo-3-internet-requirements.shtml" target="_blank">Diablo 3</a> began last year. Many gamers have pointed out the futility of these anti-piracy (and anti-cheating/hacking) efforts as well as <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml" target="_blank">unleashed their fury</a> at being handed a worthless, broken-on-purpose product in exchange for their money.
<br /><br />
And it's not just angry customers making noise. Super Meat Boy developer Tommy Refenes has <a href="http://tommyrefenes.tumblr.com/post/45684087997/apathy-and-refunds-are-more-dangerous-than-piracy" target="_blank">weighed in with his thoughts on EA's open hostility towards its paying customers</a>. (It's a truly excellent post, and I would encourage you to click through and read the entire article.)
<br /><br />
The first problem he sees with EA's actions is its insistence on using intangible losses from piracy to shape its software development.
<blockquote>
<i>I think I can safely say that Super Meat Boy has been pirated at least 200,000 times. We are closing in on 2 million sales and assuming a 10% piracy to sales ratio does not seem unreasonable. As a forward thinking developer who exists in the present, I realize and accept that a pirated copy of a digital game does not equate to money being taken out of my pocket. <b>Team Meat shows no loss in our year end totals due to piracy and neither should any other developer</b>.</i></blockquote>
This last sentence goes against the ingrained thinking of many in the content industries. These industries tend to conjure up huge loss numbers year after year to justify DRM, always-online requirements and a general push for more anti-piracy efforts (including legislation.) To them, <i>every</i> illegal download is a lost sale. It <i>has</i> to be, otherwise the entire premise behind their actions falls apart. (Contrast this all-too-common reaction with Edmund McMillen's [Tommy Refenes' partner at Team Meat] <i>disappointment</i> that Super Meat Boy <a href="http://www.techdirt.com/articles/20110801/03291515340/more-game-developers-realizing-piracy-isnt-necessarily-bad-thing.shtml" target="_blank">wasn't charting <i>higher</i></a> on the Pirate Bay's download charts.)
<br /><br />
Creative accounting is the norm in these industries and nothing is more creative than showing a loss you can't possibly quantify, as Refenes points out.
<blockquote>
<i>Loss due to piracy is an implied loss because it is not a calculable loss. You cannot, with any accuracy, state that because your game was pirated 300 times you lost 300 sales. You cannot prove even one lost sale because there is no evidence to state that any one person who pirated your game would have bought your game if piracy did not exist. <b>From an accounting perspective it&rsquo;s speculative and a company cannot accurately determine loss or gain based on speculative accounting</b>.</i></blockquote>
Accuracy isn't really the aim when it comes to justifying the punishment of your paying customers. In order to get them to accept broken software wrapped in restrictive licenses, they first must be made to believe that millions and millions of dollars are lost each year to piracy. They must be at least somewhat convinced that EA (and Ubisoft, among others) were "forced" to insert crippling coding in order to keep the company afloat in a sea of pirating pirates.
<br /><br />
But what have these companies actually <i>lost</i> when something is pirated? Is that "cost" greater than the very real cost of returning a customer's money to them? EA doesn't seem to understand there's more than one way to lose a sale.
<blockquote>
<i>After the frustrations with SimCity I asked Origin for a refund and received one. This was money they had and then lost a few days later. Applying our earlier conversation about calculable loss, there is a loss that is quantifiable, that will show up in accounting spreadsheets and does take away from profit. <b>That loss is the return, and it is much more dangerous than someone stealing your game</b>...</i>
<br /><br />
<i>In the retail world, you could potentially put a return back on the shelf, you could find another customer that wants it, sell it to them and there would be virtually no loss. In the digital world, because there is no set amount of goods, you gain nothing back (one plus infinity is still infinity). It&rsquo;s only a negative experience. <b>A negative frustrating experience for a customer should be considered more damaging than a torrent of your game</b>.</i></blockquote>
For some reason, many content companies cannot see the truth in this statement. Even though they can't prove that a pirated copy equals a lost sale, they continue to act as though piracy is a greater threat to their business than an angry customer base. For companies like EA, the customer base is large enough that it can usually be shrugged off. For smaller companies, this sort of thinking can do much more damage. In either case, negative experiences do no favors for content creators, especially in an era where people have thousands of entertainment options at their fingertips, 24 hours a day.
<br /><br />
Refenes brings the fight to developers (like Maxis) who use "lost sale" figures pulled from the ether to justify the addition of DRM.
<blockquote>
<b><i>I challenge a developer to show evidence that accurately shows implementation of DRM is a return on investment and that losses due to piracy can be calculated. I do not believe this is possible.</i></b></blockquote>
Any honest developer simply can't do this. Pointing to something like a download total from The Pirate Bay doesn't definitively show anything more than <i>the number of times that title was downloaded</i>. Anything else is merely a theory, and a pretty weak one at that. But Refenes has a suggestion, one all content creators should take to heart.
<blockquote>
<i>I do believe people are less likely to pirate your software if the software <b>is easy to buy, easy to run, and does what is advertised</b>.</i></blockquote>
Why this instead of fighting piracy? Because taking away the free option just isn't enough.
<blockquote>
<i>People have to WANT to buy your software, people have to WANT to support you. People need to care about your employees and your company&rsquo;s well being. There is no better way to achieve that than making sure what you put out there is the best you can do and you treat your customers with respect.</i></blockquote>
EA clearly has little respect for its customers. The frontmouth of Maxis, whether using her own words or having them supplied from higher up, proved this with a week of complete denialism. There was no respect from launch day forward. Every new hole in EA's story was greeted with re-confirmation of the same story, occasionally mixed with a bit of hedging.
<br /><br />
The developers at Team Meat obviously respect their customers and have been rewarded for their efforts. Even with evidence of massive piracy staring them in the face, they never opted to cripple their game with a "piracy speedbump" that would have adversely affected those who chose to give them their hard-earned money.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130319/15192222381/super-meat-boy-developer-to-ea-drm-hurts-your-bottom-line-more-than-piracy-does.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>EA-is-so-hardcore-it-only-plays-PR-in-'Nightmare-Mode'</slash:department>
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<pubDate>Mon, 18 Mar 2013 09:50:16 PDT</pubDate>
<title>DRM Strikes Again: Digital Comics Distributor JManga Closing Down... And Deleting Everyone's Purchases</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130317/16534822353/drm-strikes-again-digital-comics-distributor-jmanga-closing-down-deleting-everyones-purchases.shtml</link>
<guid>http://www.techdirt.com/articles/20130317/16534822353/drm-strikes-again-digital-comics-distributor-jmanga-closing-down-deleting-everyones-purchases.shtml</guid>
<description><![CDATA[ <p>
DRM is rearing its malformed head again and biting the hands that feed it. Rather than simply making an otherwise useful product useless unless requirements x, y and z are met, this time <a href="http://www.techdirt.com/search.php?q=drm&#038;search=Search" target="_blank">DRM</a> is issuing a clawback on <strike>purchased</strike> rented digital goods.
<br /><br />
<a href="http://www.the-digital-reader.com/2013/03/16/digital-comics-distributor-jmanga-to-close-proves-once-again-that-drm-is-a-bad-idea" target="_blank">Nate Hoffelder at The Digital Reader has the details</a>.
<blockquote>
<i>JManga broke some hearts this week when they <a href="http://www.jmanga.com/urgent-message" target="_blank">announced</a> that they were ceasing operations.</i>
<br /><br />
<i>This digital manga distributor announced earlier this week that they would no longer sell manga as of 26 March and planned to shut down completely in May.</i></blockquote>
These things happen. Nothing unusual about a company going out of business, but the words "digital manga distributor" should give you pause (especially if you were a customer).
<blockquote>
<i>Any customers with store credit would get a refund in Amazon.com gift cards...</i></blockquote>
Well, that's certainly thoughtful of them. Wait, why's there an ellipsis on this sentence?
<blockquote>
<i>&hellip; and any purchased content will be lost when JManga turns off the lights in May (no downloads allowed).</i></blockquote>
Oh. Fun. Yes, JManga, distributor of digital manga, decided to hold off the pirates by screwing the customers and <a href="http://www.jmanga.com/urgent-message" target="_blank">it's all spelled out in infuriating black and white</a> at JManga's official, soon-to-be-former site.
<blockquote>
<i>c.) Manga Viewing Service Termination</i>
<br /><br />
<i>Date: May 30th at 11:59pm (US Pacific Time) Details: As of May 30th 2013 at 11:59pm (US Pacific Time) users will no longer be able to view digital manga content on JManga.com.<b> At this time all purchased and free digital manga content will be erased from all JManga Member&rsquo;s accounts.</b></i></blockquote>
And, yes, no downloads are allowed, according to the FAQ.
<blockquote>
<i>It is not possible to download manga from My Page.</i></blockquote>
So, the pirates win again. JManga's DRM will allow the distributor to delete <i>paid for</i> manga from customers' accounts, but presumably all DRM-stripped pirate "accounts" will remain unaffected in perpetuity.
<br /><br />
It began promisingly enough.
<blockquote>
<i>JManga launched with much fanfare in 2011. This company was backed by the 36 publishers of the Japanese Digital Comics Association, and it was created as a laudable response to the then rampant fan-based scanlation (piracy and English-language translation) of Japanese comics. By offering a legitimate option these publishers hoped to provide the content that was obviously desired by fans.</i></blockquote>
Unfortunately, things went downhill quickly thanks to pricing issues (mainly that they were too high) and a failure to capitalize on a rapidly growing smartphone market. Now, it's out of business and its insistence on protecting its products with DRM has resulted in the following scorecard -- pirates affected: 0; paying customers affected: ALL.
<blockquote>
<i>What we have here is a yet another example of the fact that DRM does nothing but punish the paying customer. It doesn&rsquo;t actually stop piracy; in this case piracy was already rampant thanks to readily available scanners and a large and enthusiastic fan base.</i>
<br /><br />
<i>All that was accomplished with JManga was that the legitimate customer was punished for being honest and paying for the content they received. The pirates, on the other hand, weren&rsquo;t bothered at all.</i>
<br /><br />
<i>I wish more publishers could learn from this mistake, because the hostility that has been shown toward JManga customers is appalling.</i></blockquote>
"Hostility" is the correct term. Protecting your offerings from those who aren't paying by making those who actually support you subject to anything from minor annoyances to <i>HAVING ALL THEIR PURCHASES DELETED</i> can't really be described as anything but. Adding a layer of perversity to the mix is the fact that JManga is still allowing customers to purchase its products until March 26th, despite the fact that these too will be deleted on May 30th.
<br /><br />
When you combine digital goods with DRM, it's lose-lose for paying customers. It turns purchases into rentals and subjects purchasers to the whims of the company. Whether its a verification server being shut down or a company going out of business and taking all its content with it, it all spells bad news for those who exchanged money for goods not even worth the paper the license isn't printed on.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130317/16534822353/drm-strikes-again-digital-comics-distributor-jmanga-closing-down-deleting-everyones-purchases.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130317/16534822353/drm-strikes-again-digital-comics-distributor-jmanga-closing-down-deleting-everyones-purchases.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130317/16534822353/drm-strikes-again-digital-comics-distributor-jmanga-closing-down-deleting-everyones-purchases.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>ensuring-only-pirates-will-have-access-to-its-comics</slash:department>
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<pubDate>Mon, 18 Mar 2013 05:37:16 PDT</pubDate>
<title>Maxis GM: Our Vision Is More Important Than Our Customers &amp; Lots Of People Love Our Crappy DRM</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml</guid>
<description><![CDATA[ Well, it's been several hours, so obviously someone must have done something stupid over at the <a href="http://www.techdirt.com/blog/?tag=simcity">SimCity franchise</a>. I could run through a long list of links from our coverage of this debacle, but I'll make it easy on you. The key links are the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">launch</a> debacle, the <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a>, and the <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">evidence</a> that all of this is wholly unnecessary. That last one is important because during the initial stages of this muck up, EA/Maxis came out hard, saying that offline modes were logistically impossible because of all the cloud-based resources needed to run the games simulation calculations. The evidence in the link proves rather conclusively that that is absolutely not the case. In that post, I had suggested that it was time for the game's producers to finally come out with a strong mea culpa. Here is that mea culpa, from Maxis GM Lucy Bradshaw:
<blockquote><i>
So, could we have built a subset offline mode? Yes. But we rejected that idea because it didn't fit with our vision. We did not focus on the "single city in isolation" that we have delivered in past SimCities. We recognize that there are fans &ndash; people who love the original SimCity &ndash; who want that. But we're also hearing from thousands of people who are playing across regions, trading, communicating and loving the Always-Connected functionality. The SimCity we delivered captures the magic of its heritage but catches up with ever-improving technology.</i>
</blockquote>
Okay, so it isn't so much a mea culpa as a, "Hey, customers, why don't you go outside and play hide and go f@#$ yourself!" It's difficult to imagine a more tone deaf statement, given the circumstances. To essentially come out and say that you understand lots of people wanted an offline version of this game, and we already know you could have made one quite easily, but you rejected the idea of filling a customer need because it didn't match with your "vision"? I'd suggest that if this launch has been a faithful representation of your vision, it may be time to get idea-glasses.
<br /><br />
And can I ask the other obvious question? Where the hell are all the people clamoring for online only mode? I have no doubt that there are folks who wanted and still want online components to the game, but who the hell is asking for a blatant limitation on their game?  There's a major difference between offering <i>online components</i> and <i>requiring</i> it be online all the time. Personally, I think Bradshaw is reticulating our splines on that one.
<br /><br />
On the other hand, when discussing the need for the servers in Bradshaw's blog post, there was one glaring omission: server resources/calculations. It appears the game's designers have finally decided to stop lying about <i>why</i> the servers in the cloud are needed and instead moved on to suggest that it's just a big part of their customers that are unnecessary instead.<br /><br /><a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130316/04473722350/maxis-gm-our-vision-is-more-important-than-our-customers-lots-people-love-our-crappy-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>so,-so-much-wrong</slash:department>
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<pubDate>Thu, 14 Mar 2013 09:05:00 PDT</pubDate>
<title>Modder Makes SimCity Capable Of Offline Play Which Works Flawlessly</title>
<dc:creator>Timothy Geigner</dc:creator>
<link>http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml</link>
<guid>http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml</guid>
<description><![CDATA[ This SimCity debacle can only be described as an onion. Every time you peel back another layer, you just find yet another bitter layer underneath to make you cry. It all started, as you no doubt know, when EA decided to make the game with an <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml">always online</a> requirement. The explanation for this was that it was in part a DRM attempt, but also SimCity was developed to be a social game, requiring an online connection, and EA had also shifted resource consumption and calculation to their own servers, ostensibly freeing up resources on the player's machine. Regardless, the <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">launch</a> looked more like an attempt to reporduce the Hindenburg disaster than any attempt at serving EA's customers and the <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">backlash</a> that followed was harsh. Most recently, someone inside of Maxis <a href="http://www.techdirt.com/articles/20130312/15405822302/maxis-insider-ea-lying-about-needing-servers-single-player-simcity.shtml">reached out</a> to RockPaperShotgun to suggest that the online requirement was <i>strictly</i> DRM and that no important server-side calculations were actually being done. Despite the report, EA maintained that offline play of the game is logistically impossible.
<br /><br />
And by logistically impossible, they must have meant that all they'd have to do is turn on the debugging mode, as that's what one game modder has done to <a href="http://www.geek.com/articles/games/modder-proves-simcity-can-run-offline-indefinitely-20130314/">make the game work nearly <i>flawlessly</i> without any online connection</a>. <center> <iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Bmce9oIxJag" width="560"></iframe></center>
<blockquote>
<i>The video above shows the game being played offline. The modder states that this can be done for as long as you like without issues. The only real downside being you can&rsquo;t save the game because it utilizes cloud saves. However, if you reconnect the game it does save, so you can play all day then just go online to save your progress at the end of a session.</i>
</blockquote>
Thanks, random modder guy, for making EA's product do what EA couldn't, or wouldn't, enable it to do themselves. Assuming this is all legit, the excuses for server-side calculations melt away like the loyalty of EA's customers when they bought this game-on-crutches. Hell, even the requirement for online saves needing a constant connection is clearly nonsense. It isn't like the game couldn't be written to only connect once a save is initiated.
<br /><br />
Now, here's the fun part. To achieve this, the modder had to go in and edit the game code to enable debug mode, as I mentioned. Far from simply removing the online requirement, it actually made the game perform <i>better</i>.
<blockquote>
<i>In fact, it actually improves the game in some ways. City populations are actually tracked correctly and you can edit outside of your city boundaries. Those additional edits are also saved when you reconnect.</i>
</blockquote>
Great job, EA. You made your game worse even when it <i>did</i> function, which it mostly didn't, all the while lying your collective faces off to the people giving you their money. It's probably time to come out and issue a serious mea culpa.<br /><br /><a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130314/06175522320/modder-makes-simcity-capable-offline-play-which-works-flawlessly.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>well,-that-was-easy</slash:department>
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<pubDate>Wed, 13 Mar 2013 09:57:13 PDT</pubDate>
<title>Disappointing: Tim Berners-Lee Defends DRM In HTML 5</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml</link>
<guid>http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml</guid>
<description><![CDATA[ We recently wrote about the truly stupid idea of <a href="http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml">building DRM into HTML5</a>.  At SXSW this week, web inventor Tim Berners-Lee was asked about this, and he surprisingly <a href="http://boingboing.net/2013/03/10/tim-berners-lee-the-web-needs.html" target="_blank">defended the decision</a>, claiming that it was necessary to get companies to use HTML5:
<blockquote><i>
During a post-talk Q&#038;A, he defended proposals to add support for "digital rights management" usage restrictions to HTML5 as necessary to get more content on the open Web: "If we don't put the hooks for the use of DRM in, people will just go back to using Flash," he claimed. 
</i></blockquote>
Berners-Lee is so good on so many issues (most of his talk seemed to be about the importance of openness) that this response really stands out as not fitting with his general view of the world.  Cory Doctorow has <a href="http://www.guardian.co.uk/technology/blog/2013/mar/12/tim-berners-lee-drm-cory-doctorow" target="_blank">responded eloquently to TBL</a>, explaining why he should be against the DRM proposal.
<blockquote><i>
What's more, DRM is wholly ineffective at preventing copying. I suspect Berners-Lee knows this. When geeks downplay fears over DRM, they often say things like: "Well, I can get around it, and anyway, they'll come to their senses soon enough, since it doesn't work, right?" Whenever Berners-Lee tells the story of the Web's inception, he stresses that he was able to invent the Web without getting any permission. He uses this as a parable to explain the importance of an open and neutral Internet. But what he fails to understand is that DRM's entire purpose is to require permission to innovate.
<br /><br />
For limiting copying is only the superficial reason for adding DRM to a technology. DRM fails completely at preventing copying, but it is brilliant at preventing innovation. That's because DRM is backstopped by anti-circumvention laws like the notorious US Digital Millennium
Copyright Act of 1998 (DMCA) and the EU Copyright Directive of 2002 (EUCD), both of which make it a crime to compromise DRM, even if you're not breaking any other laws. Effectively, this means that you have to get permission from a DRM licensing authority to add any features, since all new features require removing DRM, and the DRM license terms prohibit adding any features not in the original agreement, and omitting any of the mandatory restrictions featured in that agreement.
</i></blockquote>
Doctorow makes two other key points in this: (1) that the W3C (the standards setting body for HTML5) has an enormous role in keeping the web free and open -- and imposing DRM is abusing the trust it has built up and will backfire badly and (2) that the big content players who insist they "need" DRM are bluffing.
<blockquote><i>
As the leading standards-setting body for the Web, the W3C has an enormous, sacred and significant trust. The future of the Web is the future of the world, because everything we do today involves the net and everything we'll do tomorrow will require it. Now it proposes to sell out that trust, on the grounds that Big Content will lock up its "content" in Flash if it doesn't get a veto over Web-innovation. That threat is a familiar one: the big studios promised to boycott US digital TV unless it got mandatory DRM. The US courts denied them this boon, and yet, digital TV continues (if only Ofcom and the BBC had heeded this example before they sold Britain out to the US studios on our own high-def digital TV standards).
<br /><br />
Flash is already an also-ran. As Berners-Lee himself will tell you, the presence of open platforms where innovation requires no permission is the best way to entice the world to your door. The open Web creates and supplies so much value that everyone has come to it &#8211; leaving behind the controlled, Flash-like environs of AOL and other failed systems. The big studios need the Web more than the Web needs big studios.
</i></blockquote>
The Big Content guys have been seeking to remake the web in their image (i.e., "TV") for over a decade now, still believing that <i>they're</i> the main reason people get online.  They're not.  There's room for them within the ecosystem, but professional broadcast-quality content is just a part of the system, not the whole thing. If the world moves to HTML5 without DRM, the content guys will whine about it... and then follow.  Especially as the more knowledgeable and forward-looking content creators jump in and succeed.<br /><br /><a href="http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130313/03554322310/disappointing-tim-berners-lee-defends-drm-html-5.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>he-should-know-better</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130313/03554322310</wfw:commentRss>
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<item>
<pubDate>Mon, 11 Mar 2013 05:38:06 PDT</pubDate>
<title>Avid Gamer (And Minnesota Vikings Punter) Chris Kluwe Does The Math On How Much EA's SimCity Debacle Cost EA</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml</link>
<guid>http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml</guid>
<description><![CDATA[ Oh, EA. I would imagine that there are more than a few execs and PR people who are hoping their employer is siphoning off a bit of its $5 billion market cap and putting it towards time machine R&D. With this post-facto mulligan tearing a new hole in the spacetime continuum, EA should be able to do a proper game launch and collect some accolades along with a ton of non-refundable cash. (Obviously, the time machine has yet to be built because this post still exists. Mind blown?)
<br /><br />
<a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml" target="_blank">EA's debacle</a>, which makes the Diablo 3 launch look positively competent and issue-free by comparison, has seen the company receive even more criticism than it's accustomed to. Not only have a variety of game reviewers delivered less than flattering reviews, but now public figures like Minnesota Vikings punter Chris Kluwe (an avid gamer) are <a href="http://www.businessinsider.com/chris-kluwes-simcity-5-review-2013-3" target="_blank">stepping up to pile another helping of derision onto EA's overloaded plate</a>. (Note: all redacted swearing courtesy of Business Insider.)
<blockquote>
<i>Don&rsquo;t get me wrong, the game itself is great. When it works, that is. And oh boy, does it hate working.</i>
<br /><br />
<i>At the time of writing this piece, SimCity 5 has been active for almost 62 hours. Of those 62 hours, I&rsquo;ve been able to log in for around ten. Of those ten, four consisted of massive latency issues and corrupted games, so (quick calculation here), I&rsquo;ve had access to the actual game for maybe 10 percent of the time I&rsquo;ve had it. EA&rsquo;s servers are, to put it bluntly, utterly bug[redacted], and there&rsquo;s no option to play the game offline.</i></blockquote>
We're going to do a little math here, because there's more interesting math on the way. Who in their right mind would purchase an item that worked roughly 16% of the time, fresh out of the box, especially if the product didn't even perform at 100% capacity when it actually got going? Thousands of people, many of them <i>not</i> in the NFL, paid for a product with a mere <i>1 in 10 chance</i> of working as advertised and only a <i>16% chance</i> of doing anything at all. Understandably, Kluwe and thousands of others are irate.
<br /><br />
Making matters worse is the insistence that the "always on" connection is required because so much processing is being handled on EA's servers. Kluwe's experience seems to indicate that EA isn't being completely honest about this in order to justify its online-only requirement.
<blockquote>
<i>The fact that EA requires an &ldquo;always on&rdquo; connection is ostensibly because so many operations are taking place server side that your computer won&rsquo;t be able to handle it (which is a blatant falsehood, since when I was streaming the other night, the only times I DIDN&rsquo;T have latency was when I was disconnected from their servers and my computer had to run all the game operations), but in reality it&rsquo;s to try to combat piracy.</i></blockquote>
Now, we have heard from the <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">developers themselves</a> that EA servers do host (and very often, <i>corrupt</i>) players' saved games, making a mockery of such modern inventions like hard drives. But the insistence that a large amount of processing happens server-side has been met with <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml#c642" target="_blank">incredulously raised eyebrows</a>, including Kluwe's own. Even if true, the main reason for the server-side processing is to keep client machines from containing enough code to go rogue and starting their own brisk trade at The Pirate Bay.
<br /><br />
So, EA's simply protecting itself from the piracy threat by crippling the paying customer's experience. The ultimate aim is to make more money. But EA's anti-piracy calculations apparently never factored in negative reviews and word-of-mouth, both of which can have a deleterious effect on game sales.
<blockquote>
<i>Sadly, EA seems to have failed to do some very simple math. Let&rsquo;s look at an example. We&rsquo;ll assume that for an amazingly successful game like SimCity, about 20,000 people will end up pirating it (those who have the technical knowhow and Internet savvy to find a working crack). I have 160,000 Twitter followers, of whom around 50,000 follow me for gaming. I just told those 50,000 people NOT to buy SimCity because EA cannot handle its s***, and the game is unplayable. We&rsquo;ll say half those people listen to me and haven&rsquo;t bought the game already. Soooo, carrying the pi, we see that EA is already out 5,000 more sales than if they had just created a normal, single player offline capable game with multiplayer components.</i></blockquote>
Many members of various industries have wrangled numbers in order to equate a pirated copy to a lost sale while failing to realize that a bad review can ALSO equal a lost sale. Because of this faulty extrapolation, the assumption generally becomes "more DRM/enforcement = good." EA is finding out, firsthand, that this just simply isn't true.
<br /><br />
Even if Kluwe's back-of-the-internet calculations are completely wrong, EA is still leaking sales. Many have demanded refunds from Amazon (and received them), and many more are lining up at Origin to get their money back. EA is taking a hard line on refunding digital sales, which is only going to hurt it in the long run. It might be able to push back here in the US, but overseas (the market it's currently <strike>underserving</strike> launching in) generally has stronger consumer protections, which makes its no-refund-on-digital-sales policy null and void.
<br /><br />
In addition, more than 1,000 negative reviews are doing even reputational damage at Amazon, which has decided to stop handing out refunds, not by screwing customers, but by pulling the digital version from its shelves.
<br /><br />
Beyond the bad math, the inadequate customer service, the decision to make the game even worse until the servers can keep up with the demand, is EA's refusal to allow customers to own the product they purchased. By keeping enough of the code running <i>only</i> on its servers, no SimCity purchaser can ever claim they <i>own</i> the game. All they own is a key to the door. EA still owns the house. And once EA decides the house is no longer worth living in, 5 or 10 years down the road, even the key will be worthless.<br /><br /><a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130308/17332722270/avid-gamer-minnesota-vikings-punter-chris-kluwe-does-math-how-much-eas-simcity-debacle-cost-ea.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>another-pull-quote:-'worse-than-Herpes'</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130308/17332722270</wfw:commentRss>
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<pubDate>Fri, 8 Mar 2013 08:18:46 PST</pubDate>
<title>Just Cause 2 Developer On Why It Won't Utilize DRM: 'It Treats Our Fans Like Criminals'</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130307/17202922246/just-cause-2-developer-why-it-wont-utilize-drm-it-treats-our-fans-like-criminals.shtml</link>
<guid>http://www.techdirt.com/articles/20130307/17202922246/just-cause-2-developer-why-it-wont-utilize-drm-it-treats-our-fans-like-criminals.shtml</guid>
<description><![CDATA[ <p>
Well, we've certainly heard plenty about DRM and shoehorned-in multiplayer recently, what with EA's recent <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">Hindenburgish SimCity "launch."</a> As was detailed all over the web, the only people hurt by these "features" were paying customers, many of whom spent $50-60 for a server Roulette wheel that limited users to one spin every half hour.
<br /><br />
Many developers are concerned with piracy and have made the mistake of crippling their software with DRM that punishes paying users disproportionately while affecting pirates hardly at all. At best, these efforts result in a Pyrrhic tie, damaging the developers' relationships with their customers while having a negligible effect on infringement.
<br /><br />
Fortunately, some developers would rather not sacrifice their customers' happiness in order to briefly irritate a few pirates. Avalanche Studios, the developer behind Just Cause 2, is one of these forward-thinking developers. In an interview with Gaming Bolt, <a href="http://gamingbolt.com/avalanche-studios-on-drm-it-treats-our-fans-like-criminals-which-they-are-not" target="_blank">founder Cristofer Sundberg had this to say about DRM</a>.
<blockquote>
<i>"DRM solutions which limit the game experience should not exist. That's my honest opinion...</i>
<br /><br />
<i>They make us look greedy, which we are not. It treats our fans like criminals, which they are not. With that said, I think that we deserve getting paid for years of hard work and I think piracy is hurting our ability to make great games."</i></blockquote>
However you may feel about his statement on piracy, there's no arguing with the fact that he's unwilling to put anti-piracy efforts ahead of providing Avalanche's customers with a great experience. He also parts ways with EA (among others) on another aspect of piracy prevention, one that's almost always presented as a "feature," rather than just another limitation on the end user.
<blockquote>
<i>He is also against adding multiplayer component to a game to prevent the game from being traded.</i></blockquote>
He uses his own game as an example. Just Cause 2 is rarely sighted in used game stores simply because the players who purchased it years ago are still playing it. There's no (native) multiplayer in Just Cause 2 (excluding an <a href="http://www.youtube.com/watch?v=rCaS5EMBNM4" target="_blank">awesome PC-only mod</a>), but that has done nothing to diminish its popularity). As Sundberg sees it, throwing multiplayer options in for their own sake (or as a form of DRM/resale prevention) weakens the original product.
<blockquote>
<i>"Nobody wins in the end; the developer can't make the great experience that they want to, the publisher doesn't get its money back and the consumer is disappointed. I am convinced that this mentality contributes to the downfall of the industry."</i></blockquote>
So, either Sundberg is crazy or he's actually paying attention to the gaming community. At times, it almost seems as though certain companies think their customers are the <i>last</i> people they should listen to -- a very strange position for entities in the business of selling things. Hopefully, more will realize the damage they're doing far outweighs the nominal gains and DRM will become an exception rather than the rule for AAA developers.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130307/17202922246/just-cause-2-developer-why-it-wont-utilize-drm-it-treats-our-fans-like-criminals.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130307/17202922246/just-cause-2-developer-why-it-wont-utilize-drm-it-treats-our-fans-like-criminals.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130307/17202922246/just-cause-2-developer-why-it-wont-utilize-drm-it-treats-our-fans-like-criminals.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>a-refreshing-blast-of-honesty-and-common-sense</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130307/17202922246</wfw:commentRss>
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<pubDate>Fri, 8 Mar 2013 05:21:46 PST</pubDate>
<title>SimCity: The Backlash</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml</link>
<guid>http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml</guid>
<description><![CDATA[ <p>
It's not as if EA couldn't have seen this coming. Pretty much everything that <i>could</i> go wrong with <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml" target="_blank">SimCity's launch</a> <i>has</i> gone wrong. But EA was warned. A <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">Reddit AMA</a> with the SimCity developers made it perfectly clear how unhappy people were with the online-only requirements. SimCity's closed beta had its own issues, mainly server access (<a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml" target="_blank">not enough of it</a>).
<br /><br />
But EA didn't seem too concerned and went ahead with the launch. Shortly thereafter, everything fell apart. The servers couldn't handle the demand, something which would have been less damaging if there had been any sort of offline option. Much of the processing is handled server-side (along with storage of all saved games) and if customers couldn't find a free slot on a server then they just didn't get to enjoy their $60 purchase.
<br /><br />
The backlash was immediate. And immense. Polygon (the Verge's gaming site) <a href="http://www.polygon.com/game/simcity-2013/2630" target="_blank">lowered its original 9.5 rating to 8.0 because of the online issues</a>. Giant Bomb <a href="http://www.giantbomb.com/reviews/simcity-review/1900-563/" target="_blank">gave it a rather low 3 out of 5</a>, largely due to the fact that EA made a single player game multiplayer-only to justify its online-only DRM/"social" features. Reviewer Jonathan Cresswell <a href="http://www.jonathancresswell.co.uk/2013/03/review-simcity/" target="_blank">handed in quite possibly the most succinct (but most telling) review of all</a>.
<br />
<center><img alt="" src="http://i.imgur.com/KYYYXq1.png" style="width: 501px; height: 171px;" /></center>
<br />
Elsewhere, paying customers have expressed their displeasure. Metacritic's critic score sits at 82. <a href="http://www.metacritic.com/game/pc/simcity" target="_blank">The user score</a>? <b>1.8</b>. Things are nearly as bad at Amazon, <a href="http://www.amazon.com/dp/B007FTE2VW/ref=as_li_ss_til?tag=withwind0b-20&#038;camp=0&#038;creative=0&#038;linkCode=as4&#038;creativeASIN=B007FTE2VW&#038;adid=120YM9CCSXSBN1ZKRAZA" target="_blank">where SimCity currently holds a <b>1.5 star rating</b></a>. (<a href="http://www.amazon.com/Electronic-Arts-41018ted-Edition2-SimCity/product-reviews/B007VTVRFA/ref=dp_top_cm_cr_acr_txt?ie=UTF8&#038;showViewpoints=1" target="_blank">The digital version is faring even worse</a> - <b>1.0</b>.) In a rather unprecedented move, Amazon has pulled the PC Download version completely, citing EA's server issues. When will it be back? Amazon says: "We don't know when or if this item will be available again."
<br /><br />
Other game retailers have pounced on the opportunity provided by EA's colossal blunder. <a href="https://twitter.com/GOGcom/status/309328842345050112" target="_blank">GOG tweaked EA with a tweet</a> pointing out that DRM-free SimCity 2000 doesn't require an internet connection (and is only $5.99), <a href="http://www.gog.com/" target="_blank">resulting in a sales bump that has sent SimCity 2000 to #3 on the "Top Sellers" chart</a>. Another Redditor <a href="http://www.reddit.com/r/gaming/comments/19tskq/do_it_steam_twist_the_knife/" target="_blank">suggested Steam follow suit</a> and kick off an "offline-capable city sim sale," featuring non-online-only city sims with new deals arriving each day "until SimCity is playable."
<br />
<center><img alt="" src="http://i.imgur.com/rUvSn7L.jpg" style="width: 499px; height: 320px;" /></center>
<br />
EA, for its part, is working hard to add capacity, but much of the effort seems a bit too late. The damage has already been done, and EA has destroyed a lot of gamer goodwill, something it really doesn't have in excess. As part of the effort to extinguish these self-inflicted fires, EA is now shutting off "non-essential features" to ease the server load. One of the first to go is "cheetah speed," the fastest simulation setting. This may do exactly what EA hopes it does (free up servers), <a href="http://arstechnica.com/gaming/2013/03/ea-disables-non-critical-gameplay-features-to-relieve-simcity-servers/" target="_blank">but it is going to piss off even more customers, as Kyle Orland at Ars Technica points out</a>.
<blockquote>
<i>Presumably this is to give the servers more time to process the thousands of simultaneous city simulations that are all feeding into its global and regional networks. In any case, this is a core piece of the gameplay that's now being hampered by EA's continuing server problems; in my 16 or so hours playing the game, I'd estimate 15 or so have been spent running at Cheetah. Slowing things down, even temporarily, is likely to impact a whole lot of players negatively.</i>
</blockquote>
Whether or not this backlash/implosion will hurt EA in the long run remains to be seen. It has made no secret of the fact that it wants all of its games to eventually have some sort of "online component," if for no other reason than to (slightly) impede piracy and eliminate second-hand game sales. The odds are that EA will continue to push the online requirement, passing the costs of any outages along to the customers in the form of useless purchases and higher game prices.
<br /><br />
Some gamers are attempting to push back. <a href="https://www.change.org/petitions/electronic-arts-inc-remove-always-online-drm-from-simcity-and-future-games" target="_blank">A petition has been started at change.org</a> requesting EA remove "online only" requirements from SimCity (most likely impossible, but...) and future games. It's well on its way to hitting 25,000 signatures in less than 24 hours (and should be well past that by the time this hits the front page), which should give EA some idea how many people are displeased with the SimCity debacle.
<br /><br />
It's not completely unheard of for AAA developers to reverse course on onerous DRM (<a href="http://www.techdirt.com/articles/20111125/22241716899/ubisoft-director-backtracks-piracy-complaints-after-public-lashing.shtml" target="_blank">Ubisoft, for one</a>), but EA didn't become one of the <a href="http://consumerist.com/2012/04/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012/" target="_blank">most hated companies in America</a> by catering to the whims of its customers. If nothing else, gamers can take heart in the fact that other developers will view this as a cautionary tale, rather than a blueprint for success.
<br /><br />
Now, if you're still waiting for an open server slot, why don't you kill a little time with the <a href="http://www.reddit.com/r/gaming/comments/19uvnz/got_bored_while_downloading_simcity_xpost_from/" target="_blank">included Solitaire game</a>? (Image by Redditor <a href="http://www.reddit.com/user/PainLing" target="_blank">PainLing</a>)
<br /><br />
<center><img alt="" src="http://i.imgur.com/WUVQujm.png" style="width: 500px; height: 375px;" /></center>
</p><br /><br /><a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130307/14574822243/simcity-backlash.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>still-plenty-of-'online-only'-hate-available!</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130307/14574822243</wfw:commentRss>
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<pubDate>Wed, 6 Mar 2013 05:49:14 PST</pubDate>
<title>Launch Day Punishment: SimCity's Online-Only DRM Locking Purchasers Out Of Servers, Purchases</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml</link>
<guid>http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml</guid>
<description><![CDATA[ <p>
A few months ago, the SimCity devs stopped by Reddit <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">for an AMA</a> and found themselves fielding several questions about EA's plans to release the game with an "always online" requirement. Requiring an internet connection to play a game, even in single-player mode, has been utilized by more than one company, often with <a href="http://www.techdirt.com/articles/20120724/20095919818/german-consumer-group-not-happy-with-diablo-3-internet-requirements.shtml" target="_blank">disastrous results</a>. Still, game companies continue to craft software with this requirement, mostly for anti-piracy reasons, although they often play up the "social" aspects as a sort of (completely transparent) smokescreen.
<br /><br />
As was pointed out by several Redditors during the AMA, the online requirement was ridiculous and seriously inhibited playability. For one, no one's internet connection is perfectly reliable. Secondly, SimCity was going further than most games, allowing only <a href="http://www.reddit.com/r/IAmA/comments/14umm1/we_are_the_simcity_dev_team_from_maxis_amaa/c7gmhqu" target="_blank">server-side saves</a>, meaning that players could easily lose progress if their connections dropped.
<br /><br />
Six weeks later, a different Redditor signed up for SimCity's closed beta. Even in this limited release, servers were swamped and EA's infrastructure couldn't handle the traffic, something that didn't bode well for the massive amount of players looking forward to playing the full version when it finally launched. The Redditor <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml" target="_blank">pointed this out</a> to EA in a lengthy, well-worded forum post that cited previous issues with other online-only game launches that had gone horribly.
<br /><br />
This brings us up to date and, now, SimCity has finally been released. One eager SimCity fan (and Redditor), who pre-ordered the game. <a href="http://www.reddit.com/r/Games/comments/19p4ks/thought_id_play_a_bit_more_simcity_before_bed/" target="_blank">thought he'd put a little playtime in before bed, and ran head on into this dialog box</a>:
<br />
<center><img alt="" src="http://i.imgur.com/yj8h0DJ.jpg" style="width: 500px; height: 320px;" /></center>
<br />
So, the reality is even worse than previously indicated. Not only are your saved games server-side only and an internet connection required to simply fire up the game, but <i>every</i> game is "multiplayer," whether you're interested in playing socially or not, and <i>every</i> game requires an open server slot.
<br /><br />
As the Redditor points out, this simply isn't an acceptable situation:
<blockquote>
<i>I figured from everything I'd read that the always-on part of the game simply required an internet connection, not a slot on a server like I'm about to PvP or something. I'd be more understanding if I could just play my private region by myself like I intended.</i></blockquote>
While many people were aware of the online-only requirement, this aspect of the game seems to have been completely underplayed. Why should a paying customer be forced to wait in line for an open server slot? This is a much more onerous requirement than simply requiring an online connection to verify software authenticity. Sure, it's meant to be a social game where people can visit the cities of others, but there should be <i>some</i> option for those wanting to play a "private" game.
<br /><br />
EA had to have some idea of how much its servers were going be hammered after the issues it experienced during the closed beta. No one's expecting launch day to go flawlessly, but if you're going to require an internet connection that's reliant on open slots on regional servers, you are going to make <i>paying customers</i> very angry. Many of the people experiencing these problems paid for this game weeks or months ago and are having their loyalty rewarded with half-hour waits to spin the wheel on <i>possibly</i> accessing an open slot.
<br /><br />
Not only are paying customers being locked out of playing the game they purchased, but other purchasers are still waiting for their downloads to complete or have their purchases authenticated and unlocked. The authentication servers are being hammered so badly that, <a href="https://www.youtube.com/watch?feature=player_detailpage&#038;v=RUl_Cj2_KWU#t=196s" target="_blank">according to TotalBiscuit's "review" video</a>, people with pre-orders are purchasing second copies because these new purchases are unlocking immediately, while authentification of their pre-ordered copies is still seriously delayed.
<br /><br />
Now, some people may ask, after viewing this dialog box, "Why not just play on another server with more open slots?" Well, therein lies another piece of bad news for SimCity players. Should you have actually managed to get online and start a city, you'll be exceedingly disappointed (and possibly homicidal) to discover that saved games <i>DO NOT</i> transfer between servers.
<br /><br />
This all adds up to another spectacular DRM failure. When discussing piracy, game companies like to point out that a majority of their sales occur shortly after release, making these first few weeks critical to the success of the title. This critical sales period is used to justify DRM measures because, while every piece of software will eventually be cracked, anything that delays this inevitability results in a few more sales.
<br /><br />
Sadly though, this same crucial sales period is when EA will be punishing its <i>paying</i> customers the most. By refusing to allow single players to start private, unconnected games (in case of a lost or unavailable connection), it's now racing around putting out server fires. Using the launch day traffic surge as an excuse for unplayable/unauthenticated purchases is not acceptable. EA <i>knew </i>the game would be popular. It even had advance warning thanks to the large number of pre-orders. But it's kind of hard to teach a company a lesson about DRM hurting paying customers when it already has their money.
<br /><br />
For EA, this works out nearly perfectly. Sure, it's probably not evil enough to want players locked out for hours on end, but it probably considers these "hiccups" a small price to pay to keep piracy to a (temporary) minimum. Of course, considering someone else (the customer) is actually paying that price, it's really not sacrificing anything at all.
<br /><br />
</p><br /><br /><a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130305/14551022206/launch-day-punishment-simcitys-online-only-drm-locking-purchasers-out-servers-purchases.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>look-at-all-these-pirates-it's-hurting!</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130305/14551022206</wfw:commentRss>
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<item>
<pubDate>Mon, 4 Mar 2013 13:55:00 PST</pubDate>
<title>Get Ready For DRM On Physical Goods</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130304/02525022185/get-ready-drm-physical-goods.shtml</link>
<guid>http://www.techdirt.com/articles/20130304/02525022185/get-ready-drm-physical-goods.shtml</guid>
<description><![CDATA[ Simon Phipps recently posted a short film showing the nature of DRM <a href="http://webmink.com/2013/03/02/artificial-scarcity/" target="_blank">when applied to a chair</a>, effectively demonstrating how ridiculous it is to build a product that is designed to prevent usage, creating artificial scarcity where none need exist:
<center>
<iframe src="http://player.vimeo.com/video/60475086" width="400" height="300" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
</center>
As he notes, DRM is really a form of "digital vandalism."  While the video itself may seem a bit silly, some are certainly thinking about DRM for physical goods.  At Mobile World Congress last week, a company named Fabulonia debuted, hyping up its <a href="http://www.fabulonia.com/" rel="nofollow" target="_blank">"copyright solution for 3D printing."</a>  What's that?  Honestly, it's not at all clear.  It looks like it'll be a marketplace for 3D printing instruction makers who are overly paranoid and who don't want to participate on any of the much more open platforms for 3D printing instructions.  In this case, the "DRM" isn't so much on the product, but on the printing instructions, which might be the same thing in the long run. Part of the way it works is that the designs get uploaded and downloaded, but apparently are somehow kept encrypted such that the "buyer" never actually gets to see the plans themselves.
<br /><br />
Of course, most people would recognize that this automatically <i>decreases the value</i> to the buyer.  They can't see the actual plan?  They can't have it on their computer?  Then why would they buy it in the first place?  You don't convince people to pay by taking away a key part of the value.  And yet that seems to be the entire goal of Fabulonia.
<br /><br />
As with music, software, movies and more, these all are cases of imposing artificial scarcity where it makes no sense to do so.  It's not just "digital vandalism," it's out and out <i>economic</i> vandalism, because you are purposely destroying a resource that can be used for economic growth.  It's really tragic that people still think this is a concept that makes any sense at all.<br /><br /><a href="http://www.techdirt.com/articles/20130304/02525022185/get-ready-drm-physical-goods.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130304/02525022185/get-ready-drm-physical-goods.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130304/02525022185/get-ready-drm-physical-goods.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>would-a-hammer-and-nails-represent-circumvention</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130304/02525022185</wfw:commentRss>
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<item>
<pubDate>Fri, 22 Feb 2013 05:46:02 PST</pubDate>
<title>Amazon, Publishers Sued For Antitrust Violations Over DRM By Angry Indie Bookstores</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130221/12343622065/amazon-publishers-sued-antitrust-violations-over-drm-angry-indie-bookstores.shtml</link>
<guid>http://www.techdirt.com/articles/20130221/12343622065/amazon-publishers-sued-antitrust-violations-over-drm-angry-indie-bookstores.shtml</guid>
<description><![CDATA[ <a href="http://www.techdirt.com/user/snate">Dennis S.</a> was the first of a bunch of folks to send in the news of a class action lawsuit recently filed by a bunch of independent booksellers against Amazon and the "Big Six" publishing firms arguing that Amazon's ebook DRM (and the agreements from the big publishers to use it) <a href="http://www.theverge.com/2013/2/21/4010504/amazon-publishers-face-class-action-antitrust-suit-from-indie" target="_blank">effectively violates antitrust law</a>.  Just about a year ago, we noted that the publisher's annoyance that Amazon was such a dominant player in the market was really their own damn fault for <a href="http://www.techdirt.com/articles/20120416/12411618512/did-publishers-own-insistence-drm-inevitably-lead-to-antitrust-lawsuit-against-them.shtml">insisting on DRM</a>, which really locked people into Amazon's platform and made it very hard for anyone to check out and move elsewhere.  It was particularly stupid since they already had seen how the same thing helped Apple dominate in the music space.
<br /><br />
This new lawsuit, however, could certainly shake things up quite a bit.
<blockquote><i>
The logic of the bookstores' argument is this. When it launched the Kindle in 2007, Amazon convinced publishers to sell ebooks with DRM on its platform. The Kindle then became the dominant e-reader. You can't read ebooks with Amazon DRM on any e-reader but a Kindle, and you can't read any ebooks with DRM on a Kindle that doesn't come from Amazon. The plaintiffs argue these agreements and practices violate sections 1 and 2 of the Sherman Antitrust Act: anticompetitive restraint of trade (together with the publishers) and monopoly power, respectively.
<br /><br />
But what about Nook, Apple, Google, Sony, Kobo? The booksellers claim that Amazon controls at least 60 percent of the ebook market, with Barnes & Noble at 27 percent and Apple's iBookstore at less than 10 percent. But note that none of Amazon's top competitors sell ebooks without DRM. It's suggested here that part of the publishers' nonpublic agreements with Amazon stipulate that the publishers won't sell any non-DRM copies of the same books sold for Kindle.
</i></blockquote>
Where it gets potentially interesting is that one of the remedies the book stores are seeking is:
<blockquote><i>
... an injunction prohibiting AMAZON and the BIG SIX from publishing and selling e-books with device and app specific DRMs and further requiring the BIG SIX to allow independent brick-and-mortar bookstores to directly sell open-source DRM e-books published by the BIG SIX
<br /><br />
and
<br /><br />
... an injunction prohibiting AMAZON from selling DRM specific, or non-open-source, dedicated e-readers, alternative e-reader devices, and apps.
</i></blockquote>
Frankly, it would certainly be an interesting result if Amazon was barred from using DRM, but this lawsuit has almost no chance of succeeding.  There are a few significant problems (and the bookstores don't seem to know what "open source" means despite using it a few times).  Also, this impression that Amazon forced the publishers into DRM is, as far as I've heard, the opposite of reality.  The publishers demanded DRM because they were freaked out over "piracy" of ebooks.  There are a few other oddities in the lawsuit that suggest that the bookstores are (perhaps justifiably) angry, but it's not clear that they actually have a lawsuit.<br /><br /><a href="http://www.techdirt.com/articles/20130221/12343622065/amazon-publishers-sued-antitrust-violations-over-drm-angry-indie-bookstores.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130221/12343622065/amazon-publishers-sued-antitrust-violations-over-drm-angry-indie-bookstores.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130221/12343622065/amazon-publishers-sued-antitrust-violations-over-drm-angry-indie-bookstores.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>that-could-make-things-interesting</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130221/12343622065</wfw:commentRss>
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<pubDate>Mon, 4 Feb 2013 13:56:39 PST</pubDate>
<title>Hadopi Says French National Library Needs Unprotected Works... To Put Its Own DRM On</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130204/08341521875/hadopi-says-french-national-library-needs-unprotected-works-to-put-its-own-drm.shtml</link>
<guid>http://www.techdirt.com/articles/20130204/08341521875/hadopi-says-french-national-library-needs-unprotected-works-to-put-its-own-drm.shtml</guid>
<description><![CDATA[ In the past, many have noted that proprietary formats for content almost guarantee that certain works will be lost to history.  Backwards compatibility becomes a problem, and before long content that could be accessed by tons of programs may be impossible to open just a few years later.  For libraries and archvists this is a huge problem -- and it's made even worse when you add DRM to the mix.  It appears that even the "anti-piracy" folks in France recognize this, but only to a limited extent.
<br /><br />
 According to the French publication, Numerama, Hadopi (the agency in charge of stamping out infringement in France), has published an opinion in which it suggests that content creators give the French National Library (Biblioth&egrave;que Nationale de France or BNF) <a href="http://www.numerama.com/magazine/24986-la-hadopi-favorable-a-un-depot-legal-sans-drm-a-la-bnf-mais-limite.html" target="_blank">works without any DRM on them</a>.  As they quite rightly note, in order to better make sure that the culture is preserved and that future archives are accessible, a lack of DRM makes much more sense.  They even note that just providing a DRM'd copy with the keys to decrypt it, or with circumvention tools, really isn't sufficient for proper archiving.
<br /><br />
That said, the report <i>also</i> then appears to fret about the BNF leaking these unprotected works out into the world.  The suggestion seems to be that (wait for it...) the BNF then <i>create its own DRM</i> to lock up the unprotected works that it needs to keep them from getting locked up.  In other words, the whole plan is pretty useless anyway.
<br /><br />
This is just an opinion, and not binding in any way.  So apparently the French government is still considering what sorts of requirements it intends to put on submissions to the BNF, but once again it seems like an overly aggressive "fear of piracy" may actually lead to some bad technical decisions for the sake of "protecting" some works against infringement.<br /><br /><a href="http://www.techdirt.com/articles/20130204/08341521875/hadopi-says-french-national-library-needs-unprotected-works-to-put-its-own-drm.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130204/08341521875/hadopi-says-french-national-library-needs-unprotected-works-to-put-its-own-drm.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130204/08341521875/hadopi-says-french-national-library-needs-unprotected-works-to-put-its-own-drm.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>locking-up-culture</slash:department>
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<item>
<pubDate>Wed, 30 Jan 2013 07:39:00 PST</pubDate>
<title>Truly Stupid Ideas: Adding DRM To HTML5</title>
<dc:creator>Glyn Moody</dc:creator>
<link>http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml</link>
<guid>http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml</guid>
<description><![CDATA[ <p>You would have thought by now that people would understand that DRM is not only a bad idea, but totally unnecessary: Apple <a href="https://www.techdirt.com/articles/20090106/1039003297.shtml">dropped DRM</a> from music downloads in 2009 and seems to be <a href="https://www.apple.com/pr/library/2013/01/23Apple-Reports-Record-Results.html">making ends meet</a>.  Despite these obvious truths, the stupidity that is DRM continues to spread.  Here, for example, is a particularly stupid example of DRM stupidity, <a href="http://manu.sporny.org/2013/drm-in-html5/">as revealed by Manu Sporny</a>:

<i><blockquote>A few days ago, a new proposal was put forward in the HTML Working Group (HTML WG) by Microsoft, Netflix, and Google to take DRM in HTML5 to the next stage of standardization at W3C.</blockquote></i>

After all, this is exactly what Web users have been crying out for: "just give us DRM for the Web, and our lives will be complete...."
</p><p>
Sporny runs through some technical reasons why this is doomed to failure -- little things like sending decryption keys in the clear -- and points out the awful re-balkanization of the Web that it would cause:

<i><blockquote>The EME [Encrypted Media Extensions] specification does not specify a DRM scheme in the specification, rather it explains the architecture for a DRM plug-in mechanism. This will lead to plug-in proliferation on the Web. Plugins are something that are detrimental to inter-operability because it is inevitable that the DRM plugin vendors will not be able to support all platforms at all times. So, some people will be able to view content, others will not.</blockquote></i>

He also notes a fundamental problem with the following <a href="https://dvcs.w3.org/hg/html-media/raw-file/tip/encrypted-media/encrypted-media-fpwd.html#faq-use-cases">Use Case</a> for the proposed technology:

<i><blockquote><b>What use cases does this support?</b>
<br /><br />
Everything from user-generated content to be shared with family (user is not an adversary) to online radio to feature-length movies.</blockquote></i>

That clearly implies that when people are not sharing their own content with family and friends, then they are indeed <i>adversaries</i>:

<i><blockquote>This "user is not an adversary" text can be found in the first question about use cases. It insinuates that people that listen to radio and watch movies online are potential adversaries. As a business owner, I think that&#8217;s a terrible way to frame your customers.
<br /><br />
Thinking of the people that are using the technology that you&#8217;re specifying as "adversaries" is also largely wrong. 99.999% of people using DRM-based systems to view content are doing it legally. The folks that are pirating content are not sitting down and viewing the DRM stream, they have acquired a non-DRM stream from somewhere else, like Mega or The Pirate Bay, and are watching that.</blockquote></i>

This is the fundamental reason why DRM is doomed and should be discarded: the only people it annoys are the ones who have tried to support creators by acquiring legal copies.  How stupid is that?
</p><p>
Follow me @glynmoody on <a href="http://twitter.com/glynmoody">Twitter</a> or <a href="http://identi.ca/glynmoody">identi.ca</a>, and on <a href="https://plus.google.com/100647702320088380533">Google+</a></p><br /><br /><a href="http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130129/09264821815/truly-stupid-ideas-adding-drm-to-html5.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>it-burns</slash:department>
<wfw:commentRss>http://www.techdirt.com/comment_rss.php?sid=20130129/09264821815</wfw:commentRss>
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<item>
<pubDate>Tue, 29 Jan 2013 07:33:13 PST</pubDate>
<title>Redditor Points Out The Flaws In SimCity's Online-Only DRM, Gets Banned By EA For His Troubles [UPDATED]</title>
<dc:creator>Tim Cushing</dc:creator>
<link>http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml</link>
<guid>http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml</guid>
<description><![CDATA[ <b>UPDATE:</b><br />
<br />
According to EA&#39;s representatives, this ban was the unfortunate result of a gitch in their system <a href="http://www.reddit.com/r/gaming/comments/17e1ap/result_of_my_previous_ea_ahq_ban_post/" target="_blank">which banned several members who had opted out of receiving email from EA</a>. Full response posted below:
<blockquote>
<i>Hi Puppier,</i></blockquote>
<blockquote>
<i>I made a post in reply on both imgur and your reddit post, but I just wanted you to know that we&#39;ve lifted your ban on AHQ. As you know, the system is sending out a lot of emails and it looks like you opted out of receiving mails from us, which for some reason is banning users. There&#39;s a few posts on it, for example here <a href="http://answers.ea.com/t5/Technical-Problems/Problem-with-Answer-HQ-banned-because-I-tried-to-stop-getting/m-p/419214/highlight/true#M1430" target="_blank">http://answers.ea.com/t5/Technical-Problems/Problem-with-Answer-HQ-banned-because-I-tried-to-stop-getting/m-p/419214/highlight/true#M1430</a>. It&#39;s not the biggest thread, but it&#39;s the first I could get to.</i><br />
<br />
<i>The team is working to fix the bug, but in the interim I actually have one member sitting scanning our logs for anyone that opts out, so we can unban them as quickly as possible.</i><br />
<br />
<i>Apologies again - as you mentioned. There&#39;s a lot of similar feedback to yours that hasn&#39;t been removed from the forums and the authors banned.</i><br />
<br />
<i>Feel free to give me a shout with any other feedback you have. I&#39;ll personally make sure it gets to the right people to make up for the annoyance.</i><br />
<br />
<i>Cheers,<br />
Chris.</i></blockquote>
&nbsp;<br />
<br />
Electronic Arts makes some very popular games and some very respected games, but for the past few years, it&#39;s been finding itself at the top of Consumerist&#39;s annual "<a href="http://consumerist.com/2012/04/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012/" target="_blank">Worst Company in America</a>" list. And for good reason.<br />
<br />
A few weeks back, we discussed <a href="http://www.techdirt.com/articles/20121214/16262621391/simcity-developers-reddit-ama-swiftly-turns-into-wtf-with-online-only-drm.shtml" target="_blank">EA&#39;s upcoming SimCity game</a>, which is going to be crippled by an always-on DRM scheme masquerading as online multiplayer. Some unsuspecting SimCity developers fired up an AMA (Ask Me Anything), only to find themselves trying in vain to defend a system that maintains your save state online, rather than locally. In addition to "stopping" piracy, this "feature" helps "extend gameplay" by forcing you to redo your moves should sunspots or whatever occur. The Redditors, needless to say, ate them alive and sent their remains back with a message for their bosses: drop the DRM or you won&#39;t be seeing our money.<br />
<br />
EA, of course, cares not for little things like angry potential customers or, for that matter, being a company people trust and respect. For every step forward, it has taken giant leaps backwards. Just recently, <a href="http://www.rockpapershotgun.com/2013/01/19/simcity-headed-to-demo-beta-town-next-week/" target="_blank">it held a closed beta to do some last-minute bug testing on the new SimCity</a>. All well and good, except that <a href="http://www.rockpapershotgun.com/2013/01/22/bizarre-ea-threatens-bans-for-unreported-simcity-bugs/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29" target="_blank">it threatened to ban users from <i>all</i> EA games should they fail to report a bug</a>.
<blockquote>
<i>&ldquo;It is understood and agreed that, as part of your participation in the Beta Program, it is your responsibility to report all known bugs, abuse of &lsquo;bugs&rsquo;, &lsquo;undocumented features&rsquo; or other defects and problems related to the Game and Beta Software to EA as soon as they are found (&lsquo;Bugs&rsquo;). If you know about a Bug or have heard about a Bug and fail to report the Bug to EA, we reserve the right to treat you no differently from someone who abuses the Bug. <b>You acknowledge that EA reserve the right to lock anyone caught abusing a Bug out of all EA products</b>.&rdquo;</i></blockquote>
This went over about as well as any banhammer reliant on proving a negative -- the uproar began moments thereafter, leading EA to walk back this threat within 24 hours. <a href="http://www.rockpapershotgun.com/2013/01/23/ea-wont-ban-for-simcity-bugs-eula-changes-inbound/" target="_blank">EA released this incredulous, self-serving statement that basically said it was shocked (<u><i>shocked</i></u>!)</a> that anyone would suggest it would perma-ban its potential customers.
<blockquote>
<i>&ldquo;We have never taken away access to a player&rsquo;s games for not reporting a bug, and quite simply it&rsquo;s not something we would ever do&hellip; The clause in the EA Beta Agreement for the SimCity beta was intended to prohibit players from using known exploits to their advantage. However, the language as included is too broad. We are now updating the Beta Agreement to remove this point.&rdquo;</i></blockquote>
Uh-huh. Nothing you would ever do&nbsp;<i>now that you&#39;ve been caught</i>.<br />
<br />
But EA&#39;s not done wielding the banhammer, as one Redditor attempting to login to the beta discovered over the weekend. After waiting over <i>three hours</i> for the software to authenticate, <a href="http://www.reddit.com/r/gaming/comments/17c6g4/why_i_wont_be_buying_simcity/" target="_blank">he posted a very valid, very tame and very constructive bit of criticism to their forums</a>. (<a href="http://webcache.googleusercontent.com/search?q=cache:Y48LvBtM0PgJ:answers.ea.com/t5/General-Discussion/EA-is-Suffering-from-the-Issues-of-Always-Online/td-p/418246+&amp;cd=1&amp;hl=en&amp;ct=clnk&amp;gl=us" target="_blank">Original post via Google cache here</a>.)
<blockquote>
<i>Back during the Steam Summer Sale, Ubisoft&#39;s always-online DRM servers encounter countless errors the inhibited people from playing the game (<a href="http://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/" target="_blank">Story</a>). This is one of several issues game publishers have suffered after having always-online DRM (other than the general player irritation). Although it is annoying that we have to have multiplayer and be online for a single-player game, technical issues also arise, because servers will, inevitably go down at some point.</i><br />
<br />
<i><b>Frankly, I wouldn&#39;t mind being always online if it weren&#39;t for all the technical complications</b>, I have purchased the game and as long as I can play it, I&#39;m good. But that is not the case. Instead we wait through countless errors and server delays in order to play the game. If these kind of issues exist during a <b>closed</b> beta, imagine the delays during the actual launch and the days after. Blizzard suffered the same fate after the launch of a Diablo 3 patch (<a href="http://www.rockpapershotgun.com/2012/05/30/devil-in-the-machine-error-37-returns-to-diablo/" target="_blank">Story</a>).</i><br />
<br />
<i>The repercussions of this? Bad ratings. Although Diablo 3 received generally favorable critic scores, the players rated it at only 3.8/10 (<a href="http://www.metacritic.com/game/pc/diablo-iii" target="_blank">Source</a>). Although you will of course, have buyers, there is always someone dedicated enough to play a game, no matter the costs, bad ratings will turn away even the most dedicated players. <b>And if the issues seen in the closed Beta servers (I&#39;ve been waiting 45 minutes to log in already and others have been waiting much longer) remain during the official launch, the ratings will undoubtedly suffer</b>. Although I have always been a huge SimCity fan, I am beginning to question whether I will buy this game, and as a result these ratings will decide whether myself and many others will spend our money on SimCity.</i><br />
<br />
<i>As I said, I <b>would be able to tolerate SimCity&#39;s always-online DRM if it worked</b>. But from the way it looks right now, <b>it doesn&#39;t</b>. If you are not willing to pour enough money into getting large amounts of log in and authentication servers, please remove the always online or add a way for us to play offline in only-offline cities. Other wise, <b>you will turn away large groups of buyers and also large amounts of money</b>.</i><br />
<br />
<i>Although you are trying to prevent piracy, which is something I am firmly am against (piracy), you have caught normal and legal players in the crossfire. <b>The easiest (and best) way to prevent piracy is make a better game</b>. If you make the game accessible and easier to play, you will attract more people into purchasing it. If you don&#39;t, you will turn away players and give people "reasons" to pirate your games. I am willing to spend money on SimCity if it is good, many others feel the same way. <b>Don&#39;t ruin our dedication by putting us in the crossfire of your "war on piracy".</b></i><br />
<br />
<i>If you get your authentications servers not simply adequate, but <b>also above and beyond what is necessary</b>, more and more players will buy and enjoy your game. However you must also weigh the benefits. Even if you make a small amount of extra money by instituting an always-online policy, <b>you will have to keep spending money to keep these authentication servers up</b>. This may, in the long run, negate the amount of money you gained from the policy. <b>So make sure you are ready to have servers and keep servers, otherwise you will be in for a lot of trouble</b>.</i><br />
<br />
<i>Thank you,<br />
Puppier</i></blockquote>
To most people, this would seem like a valid complaint that makes several good points. One, sacrificing your customer base on the altar of piracy prevention seldom makes sense, especially considering the pirated version will be free of all the issues plaguing the paying players. Two, if you can&#39;t balance server loads on a closed beta, how on earth are you planning to handle launch day? Considering SimCity will be online only, you&#39;d think EA would have its server issues at a minimum. Paying customers aren&#39;t going to be very happy with a $50-60 piece of software that does nothing more than attempt to authenticate for hours on end. All in all, a thoughtful post that highlights what exactly is <i>wrong</i> with the DRM EA has built into the software.<br />
<br />
Here&#39;s EA&#39;s reply. No email. No answer in the forums. Just this.<br />
&nbsp;
<center>
<img alt="" src="http://i.imgur.com/SHqwCgJ.png" style="width: 500px; height: 163px;" /></center>
<p>
<br />
(In case you can&#39;t read the fine print, it says "We&#39;re sorry, but you have been banned from using this site.")<br />
<br />
If EA&#39;s wondering how it could have outmaneuvered Bank of America in a race to the bottom, reputation-wise, it needs look no further than this. When an entertainment company is chosen by 64% of 250,000 voters as being <i>worse</i> than an entity that <a href="http://en.wikipedia.org/wiki/Bank_of_America#Consumer_credit_controversies" target="_blank">doubled its customers&#39; interest rates for no apparent reason</a> and allegedly <a href="http://en.wikipedia.org/wiki/Bank_of_America#Fraud" target="_blank">cost taxpayers more than $1 billion</a> when it sold toxic mortgages to Fannie Mae and Freddie Mac, there&#39;s a serious flaw in that company&#39;s relationship with its customers.<br />
<br />
Callous actions like this only serve to further cement EA&#39;s reputation as one of the worst companies in America. Legitimate complaints should never result in banning. Even if EA isn&#39;t interested in hearing the downside of its "always-on" DRM, it should at least have the broad shoulders to take the criticism without behaving like thin-skinned thug.
</p><br /><br /><a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130127/19023721799/redditor-points-out-flaws-simcitys-online-only-drm-gets-banned-ea-his-troubles.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>well,-that's-ONE-way-to-handle-a-legitimate-complaint</slash:department>
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<pubDate>Thu, 24 Jan 2013 11:41:01 PST</pubDate>
<title>Just Two More Days To Unlock Your Phone, Then You'll Be Breaking The Law</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/blog/wireless/articles/20130124/07015421777/just-two-more-days-to-unlock-your-phone-then-youll-be-breaking-law.shtml</link>
<guid>http://www.techdirt.com/blog/wireless/articles/20130124/07015421777/just-two-more-days-to-unlock-your-phone-then-youll-be-breaking-law.shtml</guid>
<description><![CDATA[ We've always had our concerns about the ridiculous DMCA "exemptions" process concerning circumvention of digital locks.  If you don't know, the DMCA has a strict anti-circumvention rule that says breaking digital locks, such as DRM, is <i>itself</i> a violation of copyright law, even if the purpose of the lock-breaking does not infringe on anyone's copyright.  As a sort of "pressure valve" every three years, people can "apply" to the Librarian of Congress for exemptions to that rule.  This, of course, is completely ridiculous and backwards.  We need to apply, once every three years, to use legally purchased products the way we want to without it being considered illegal? That's crazy. But it's the way things are set up, and it can lead to some bizarre scenarios.  As we explained last year when the latest round of exemptions was announced, the Librarian of Congress <i>took away</i> <a href="http://www.techdirt.com/articles/20121025/15065220831/dmca-exemptions-announced-exemption-dvd-ripping-rejected.shtml">the exemption</a> for unlocking your phone... but provided a 90 day window.
<br /><br />
That window ends on Sunday.  In other words, unlocking your phone on Saturday: legal.  Unlocking your phone on Sunday: <a href="https://mashable.com/2013/01/23/unlocking-cellphones-illegal/" target="_blank">you probably just broke the law</a>.  As the EFF properly notes, this is not what copyright law is supposed to be about:
<blockquote><i>
"Arguably, locking phone users into one carrier is not at all what the DMCA was meant to do. It's up to the courts to decide."
</i></blockquote>
I don't even think there's anything "arguable" about it.  Copyright law has no business being involved in deciding whether or not my phone can be unlocked.  It's silly that this is an issue.  It's silly that there needed to be an exemption in the first place.  And it's silly that this exemption is being taken away.  It's for things like this that people lose respect for copyright law.<br /><br /><a href="http://www.techdirt.com/blog/wireless/articles/20130124/07015421777/just-two-more-days-to-unlock-your-phone-then-youll-be-breaking-law.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/wireless/articles/20130124/07015421777/just-two-more-days-to-unlock-your-phone-then-youll-be-breaking-law.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/wireless/articles/20130124/07015421777/just-two-more-days-to-unlock-your-phone-then-youll-be-breaking-law.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>ridiculous</slash:department>
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