Evolving Beyond DRM– Part Two
How can companies prevent the general unhappiness caused by DRM and still sell games? Find out in part two of our series.
Do Nothing
When we last left off, I suggested that the solution was to do nothing. What does that mean, exactly?
What I’m saying is, forget about copy protection entirely.
DRM costs far more than it protects. It doesn’t prevent piracy—pirates are going to break it anyway. What it does is hurt paying customers, who should be cherished at all costs. After all, these are the people who are actually giving publishers money when they can get something for free. Why make things hard on the good guys? All it does is make them into the bad guys.
Yeah, sure, you say. No copy protection is just asking for people to pirate my game. How will I make any money?
| Tagged with: | Design Ethics, DRM, Game Design, Piracy, Sins of a Solar Empire, Spore, User Experience, Video Games |



