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Re: Why Not Digitial Distribution?
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Yeah, I know, the "casual copying" will be avoided, but then it's just again the old game: The "good guys" (that would maybe just hand a friend a copy) get their DRM/protection stuff, and the anonymous masses in the web use an unprotected version of the game.... That's not meaning I'm a big fan of digital distribution - I will sometimes consider it for "small" investments or "small" games/tools, but not for games/programs I might also use/"need" in the far future where I might rely on certain servers to activate my product. Yep, I know, there are different methods, but in the end I hate all DRM and tend to use cracks on my original products where they help me with "comfort". Anything that is less comfortable than what the pirated version offers is a bad thing IMO. Treat the customer friendly, don't try to limit him. |
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The only difference is that it would be easier for buddies who aren't physically close to copy. Personally I don't really care, but some of these arguments are silly. |
Re: Why Not Digitial Distribution?
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As long as the game manual hasn't been made available for free download, other sites won't be able to offer it for free, too, and will refrain from doing so. Making it available then will be no less illegal than it is now. What I've been saying is: There is no technical detail to the game that forbids digital downloads. |
Re: Why Not Digitial Distribution?
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I disagree with you about the casual copying stuff, and the locking stuff remembers people that they break the law argument. As my experience totally differs, people that I know in the middle of nowhere hardly lock their doors. But I have no other experience than personal experience. And in the grand scheme of things, that doesn't count. So I'll let that part stand, and stop discussing it. (Perhaps I don't have problems with downloading cracks, as I have a lot of games for which I had to download a crack to play the game I legally bought. I also have had games which shipped without a manual. Somehow, most support people don't believe you when you say the game hasn't shipped with a manual, and it takes ages to even get a reply. (Not to mention that the turnover rate of game companies is rather high). So for me the line of illegality of going to a crack site doesn't exist). And downloading a game from the internet is not illegal in some countries. Offering it for download is. The problem with downloading is a moral one, not a legal one. (Yet). It is of course still a issue. But a totally different one. Quote:
Personally I doubt that a pdf manual would be useful. It is way easier to search in a normal book. I love my manual, I doubt the pdf one will feel just as great. And if you really want to have a pdf manual with your hardcopy one. You could always download one of a pirate site. In most places it isn't illegal to download stuff you already own. |
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Granted, unless you have an "always-on" internet connection like cable, there is some degree of inconvenience to this. However if you have constant internet access, then the DRM itself becomes hidden beneath the same patching process that you would endure for any game - but totally without requiring physical medium, or even a CD key. I think that if it were feasible for Shrapnel to use that model, it could work fantastically for them. However, any company that doesn't make the leap to a system like that, is going to be in some way hampered by their need for some sort of DRM. One thing that I learned early on, with the Commodore 64, was that no DRM at all meant free copies for all. :p I was just a kid, but I learned very quickly that most games kind of sucked, and that I could never afford to wade out there and figure out which ones I liked, by simply buying every new $40 title out there. Personally, I think that cost of media should relate to usage. So maybe it only cost you $5 to download something, then there would be an ongoing "subscription" fee, probably with a hardcap (if not a softcap that drops to a few pennies at the late end) at the eventual full price of the media. So if you grab a new game, and you find out that it is either incredibly shallow, incredibly short, or unappealing to you, you are not out a large sum of money, and as long as you use their web dialogue to uninstall, you won't pay full price for the title, and you can pick something else with relatively little risk. This would enable two factors to change the quality of games we see on the market - first it legitimizes the concept of "software returns", where your $5 initial download fee is like your restocking fee, but you aren't forced to eat a $60 loss for the worst game ever, and second it shifts the focus away from flashy, but stupidly short games, as if 90% of your players are just done with the game in a week, you will stop earning revenue very fast whereas a game with long term playability like Dominions would generate an ongoing revenue stream for years. |
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However, as Impulse sells games with "conventional" DRM, supporting it really isn't likely to make any difference. Impulse has another specific disadvantage - it requires .NET Framework which not only makes it a slow application but one which adds a great deal of bloat to the Windows Registry (1.2MB - most other software adds 50KB or less) resulting in either reduced performance or greater memory usage, depending on whether that data is cached or not. Quote:
DRM-free software (like Dom3) is certainly the best choice, but media-based DRM involves less risk for the consumer than any online DRM. |
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