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Kenny said:

Your post has highlighted the flaws in the current approach, as well as why it's just wrong headed.  The DRM approach has resulted in an environment where the value of the pirated version of a game is actually greater than the legitimate copy, due to the various restrictions imposed on legitimate buyers. 

The solution, however, is not to keep applying the stick over the carrot, because further reducing the value of the legitimate product is not the way to go.  Rather, the solution should center on making the legitimate copy worth more than the pirated version by increasing the former's value, as opposed to (attempting to) decrease the latter's.  You know, build software around the explicit expectation that it will be pirated, but offer something extra to the fellows who are willing to give you their money. 

Piracy has become incredibly easy for anyone with any computer savviness, and therefore must be accepted as a reality of the market, no matter how wrong anyone may think it is.  Hence, notions of right and wrong aside, the developer has to offer a convincing argument that the real deal is better, at which they have largely failed up to now.

The point is to make piracy A. Harder, B. Worse than owning the game. There are many types of games which do not yet translate to an online subscription model very well. Single player games just aren't as easy to protect and therefore they have suffered whilst the online play model has flourished. I do get that, but im not an online gamer, I play single player. If people have to mess around with their Windows 7 DirectX installation and hack that to get a pirated game working then only a few people would be willing to do it. Right now people have it easy because the copy protection is built on top of Windows and it often fails the people whom they are paying customers. However building it into the DirectX11 installation and the video cards themselves would be seamless but difficult for most to crack.



Tease.