Gears Of War DRM Makes It Unplayable As Of Yesterday

from the drm-in-effect dept

It's almost getting silly to post these examples, but it's yet another reminder of how much damage DRM can do to legitimate customers. The latest victims? Purchasers of the PC version of Gears of War. Paul Brinker points us to the news that due to a digital certificate expiring, PC players of the game have discovered that it no longer works. The only solution? Set your PC clock back to a date prior to January 29th, 2009. Once again, it's a scenario where the DRM did nothing, at all, to stop piracy -- but did plenty to annoy legitimate customers.

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  1. identicon
    Xiera, 30 Jan 2009 @ 10:58am

    I just don't understand, I guess

    I guess I just don't understand how people continue to think DRM is okay. It's completely illogical.

    Normal, logical people go through each day realising that there are just some things that they cannot control, specifically things involving other people or "acts of God".

    Some industries, however, refuse to accept this simple fact. So, go ahead, charge for your music or your game or your movie, but do so realising that people, if they want to, WILL be able to get it for free. Besides the argument that this does not always equate to lost profits, it's just a fact of life -- some things ARE beyond your control.

    It's easy to get around this in some industries, such as online gaming. Guild Wars is a great example of this -- they give away their client for free and you buy an account. Arena.net (who makes Guild Wars) has no control over their client, but has complete control over the accounts on their server. (Granted someone could try to reverse engineer their server, but the result is buggy gameplay.) Here, you're paying for the service, not the product.

    (Note: maybe DRM started from this concept but devolved because people refused to acknowledge that some things are beyond their control.)

    Offline games don't really have the ability to charge for a service, so they need to count on people being willing to pay for the game. I guess the game manufacturers of offline games don't have to accept the Law of Controllessness (awesome word, by the way), but, like gravity, that doesn't mean it's not the way things are.

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