Good Old Games: gog.com and the DRM-Free Revolution
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Valve seems to be one of the few companies to make use of DRM that understands this. Steam may be heavily encumbered with DRM but Valve has piled on huge loads of sugar to make it palatable, more and more each year. Steam is more than just a DRM system, of course, and it's all of the benefits of the Steam-platform which make up for the poison at its heart (at least for a great many consumers). Additionally, because of the track-record of steep price drops on old games and the occasional steam-sale they blunt many of the down-sides of DRM (such as lack of used-games).
Some game companies only see DRM from the narrow perspective of a publisher concerned about "piracy" and feel entitled to dictate usage terms to their customer base due to feelings of ethical superiority. This is mistaken, and by abusing and misusing their customers they're destroying brand loyalty, which is perhaps the most important thing a company can have, especially one predominantly working in IP.
GOG is unique of course in that it doesn't allow games to be sold with DRM on its storefront. But I do think it's a bit of a misnomer to say that DRM is the heart of Steam. That's just the thing that made publishers comfortable with Steam.
Steam also provides the ability to generate installable backups (though IIRC you do need to sign into an account that owns the game to restore a backup), and to run in offline mode.
If game is playable after simple copying with no installation - that can be really considered DRM free (given there are no other forms DRM in the game). But probably not all games from that list are copyable like that.
> Steam also provides the ability to generate installable backups (though IIRC you do need to sign into an account that owns the game to restore a backup), and to run in offline mode.
If your account is closed, or Steam is closed altogether - the game becomes nontransferable. Therefore since you have no clear option for completely independent backup, the game can't be called DRM free.
It's getting close to a decade but I still have essentially unencumbered access to my copy of HL2 - I'd have surely lost the physical media by now. In 2007, I bought Portal which came in a bundle that included HL2 - I got an extra free HL2 license to give away. In 2010 I got a free copy of the HL2 OS X port and, were I the sort of person who enjoys the quixotic challenge of gaming on Linux, I could have grabbed my free Linux port just a few weeks ago. And that's just one game.
If that's poison, don't take me to the hospital, please.
I like Steam because they act like they get gamers, they've released good games, and they tend to make things easy.
Not for a second though am I under the illusion that the Steam way is better than what it'd be without the insistence of running the Steam client/DRM/online parts.
Edit: In short, Steam shows that if you make DRM slick enough and appear to provide a value add, most people, even gamers, will just go along with it. Netflix is another example of a crippled product, but it's good enough for the convenience it brings.
In fact the only game I've had a significant problem with was Heroes of Might and Magic VI, and that was because of Ubisoft's DRM/uPlay platform and the vast quantities of bugs (even 2 years after release!).
I think you have a good point though. It's the 'sugar', not some objection to DRM or always-online gaming, which keeps me using Steam.
That and their support for indie developers, which is quite heartening for me.
The DRM is the fact that if you don't have an internet connection you have to hope that Steam successfully launches into offline mode or not have access to your games.
Similarly if Valve decides to ban your account, all 118 games become permanently unavailable to you.
And yes, if Valve decides to ban my account, the DRM'ed games become unavailable. Or I have to waste my time looking for cracks. But again, what is the rate of that? If the dog shreds my big folder of physical game media, it's also all lost.
These two sentences reinforce what the OP is saying, you aren't arguing facts, you are arguing impact. OP is saying we are underestimating the impact DRM should have on our decision, to which you responded "it doesn't bother me". That fact isn't important to this discussion.
I also use Steam, enjoy it, think they are a great company, and won't be stopping anytime soon. However it is certainly true that unlike GOG their platform is based around DRM.
> If the dog shreds my big folder of physical game media
What measures can you take to prevent Valve from banning you? For instance some people have lost their Steam accounts because they used Paypal and there was a disagreement between the two over a charge.
I control the physical media, I can't control Valve's authentication system.
And I think for the most part, I am relying on facts - it's the OP that appeals to emotions - 'poison', 'heavily encumbered', suggesting Valve's motivations for quality service is to trick their customers into accepting DRM. Based on, well, nothing but opinion. My experience may be anecdotal but it is factual.
Has this happened often?
Valve has a antifraud rule.of banning anyone that chargeback them. And PayPal has the nasty habit of sometimes.during their suspected fraud investigations to initiate a chargeback of recent purchases on their own and then lock the account.
There are on internet a couple of stories about this policy conflict between Valve and PayPal resulting in random people losing their Steam accounts.
EA (to pick a random DRM supporting publisher) and others perfectly understand what they are doing, and the tradeoffs involved. It's not ethical superiority, it's business. You can claim they are destroying x, y, and z all you like, but the reality ends up being pretty simple:
Until consumers stop buying games due to DRM, or these publishers have actual numbers that show it is actively causing them to lose profit, they'll keep doing it. I'm not talking about random blog posts from indie developers. I'm talking about game after game with DRM failing, and game after game without DRM succeeding. Or, if all their games have DRM, them going out of business, while other non-DRM using publishers succeed.
From the publishers perspective, if it was really having all the negative effects you have, they wouldn't keep selling so damn many copies.
Honestly, I'm not really arguing one way or the other, i'm just pointing out that publishers aren't concerned with ethical blah blah blah, they are concerned with money and unit sales.
If DRM doesn't decrease their sales, and possibly decreases profit loss, it's a win for them. If it does decrease their sales, and the decreased profit loss makes up for that, it's a win for them. If it does decrease their sales, and the decreased profit loss does not make up for that, it's a lose for them.
Until it's a lose for them, they'll keep doing it.
Certainly games compete with one another, if on no other basis than dollars out of limited household budgets and hours out of limited leisure time. And certainly some games tend more towards sport than game (MOBAs and online military FPSes come to mind) and choosing between games can be a matter of choosing between different mechanical aspects. However, in the main choosing between games to play tends to be closer to choosing between musicians to listen to or books to read. Competing games may have similarities but there is still only one Katamari Damacy, only one Mass Effect, only one Sim City, and so forth.
Why is this relevant? Because it means that the factors behind the relative success of a given game are as much due to aesthetic factors as to anything else, including DRM. Hypothetically, if a band releases an album in a way that is heavily DRM encumbered and the album doesn't do well is that due to the album itself or consumers reacting to the DRM? The simple answer is that you don't know because the whole thing is subjective. More so, it means that people tend to be more willing to tolerate onerous burdens (including DRM) because there typically aren't commoditized alternatives. This means that it's almost impossible to determine the impact of the use or absence of DRM on the success or failure of any particular game or even on the game industry as a whole, especially since this current period of widespread sophisticated DRM is only around a decade or so old.
We know that in the short term companies can certainly get away with shoving DRM down customers' throats without always incurring hugely negative consequences to their business. However, game publishers are very much in the brand image and brand loyalty business, and persistent long-term trends that are ignorable in the short-term could be quite significant over the course of decades.
I can't predict the future, but anecdotally it certainly appears as though major game companies are squandering a lot of customer good-will, and sometimes DRM is the cause of it. And I suspect that in the long-run such effects will have significant impacts on the industry as a whole.
They can and do compare sales of games dissimilar to each other.
Still, the lack of a proper functional offline mode, after all this time, is ridiculous and a bit troubling.
"The games are always remastered for modern operating systems as well, making them playable on new machines."
I haven't even played some of those 60 games. Bought as part of "deals" and in some sense I'm happy to give money to GoG for being fair / awesome and my trust / desire for them to continue doing so and thriving as a company and business model.
Being decent with customers, works.
Customers pay and pirates plunder.
Software pirates will find a way to steal things they are unwilling to pay for. The smart companies in software will work to serve their customers and leverage the pirates for their one valuable quality - free marketing and distribution.
Another way to look at it is the reason the F2P + micro transactions works is the same reason that shareware works, lower the friction to enjoy the product and make it easy to share. Sharing is valuable.
Video game companies are so much hoping to stop piracy or used game sales that they forget that sharing a game with friends is free advertising and marketing for them.
If League of Legends wasn't free, I probably wouldn't have tried it, but because it is free to play a lot of my friends have played, purchased, and enjoyed the service. Apparently Team Fortress 2 makes 3x more money as F2P than a traditional $50 boxed game.
To me it boils down to getting your product into the hands of people who are willing to pay for it. If people aren't willing to pay for it without DRM, adding DRM won't make you more money, it will just piss off the people who were willing to pay you in the first place.
I'm kind of surprised how many of my hardcore gamer friends are anti Xbox One already simply because of the way MSFT is going to handle used games and DRM. They're losing the hearts and minds of their core market.
Also Team Fortress 2 make 3x more money for 2 reasons. It's Valve, which has a HUGE fan base, and they sell crate that contains a random hat, which can be sold for money to someone else (in the end it act like a lottery where people think they will be able to get a rare hat that will be sold for hundreds of dollars on the market). I don't think you can reproduce these two things on every game.
I try to buy on GOG even if it's slightly more for games I wish to keep, archive the installer, and be able to revisit years into the future.
In my view - no DRM can be well done, and some customers always will avoid DRMed services. So Steam loses some customers for sure. Many of them end up as GOG's customers naturally ;) Competing on DRM-free as a feature has its benefits.
http://www.joystiq.com/2013/05/07/simcity-sales-reach-1-6-mi...
I'd be interested if someone could make a thorough research on these decision factors, but I'm really not sure what kind of methodology can be used for that. It's hard to measure such things for external researchers. Companies which participated in DRM fiascos (like the SimCity one) probably can estimate how many customers they lost in result, but they might not want to publish that information :)
Ironically though, lost sales caused by DRM won't necessarily make them change their minds about DRM. Some publishers executives can excuse failures of their low quality products by lost sales caused by piracy, so they use DRM to cover up their incompetence (i.e. "we are doing all we can!"). So additional lost sales won't convince them to drop that excuse for their products which fail just because there is no big demand for them. They'll claim it's because DRM wasn't yet strong enough, and pirates just cut their profits ;)
So, Steam is better than the DRM you were used to before it. So much better that you prefer not to deal with the old DRM system at all...
That's not exactly a point against "DRM does always annoy the honest clients".
For comparison (no games are on sale or other kind of promotion in either store):
- Legend of Grimrock and Don't Starve (both have equal prices): 14.99 USD on GOG, 299 RUR (9.42 USD) on Steam;
- Fallout 2: 9.99 USD on GOG, 199 RUR (6.28 USD) on Steam;
- Deus Ex: 9.99 USD on GOG, 150 RUR (4.73 USD) on Steam.
Not like $10 (~317 RUR, about two 0.5L bottles of a good beer) isn't affordable (it totally is, if we're talking about single purchase), but, still, paying 25-50% more than usual local market price feels quite significant in the long-term. Given that Steam's DRM is relatively unobtrusive and don't seem to bother most gamers, I doubt lack of DRM is significant to many consumers, compared to price.
However Valve does consider it violating some ToS or something so if they think you're doing it as a business they'll take all your games and ban you for life.
Now that GOG are packaging up some of their releases of old games for OSX using WINE, I suspect it's only a matter of time before they support Linux officially.
EDIT to add: the fact they offer the same price worldwide is also a massive point in their favour vs just about every other retailer (no insane price hike for Europeans or Australians).
In fact, I like them so much I bought more games than I even downloaded...
And The Witcher 2 is the ONLY game EVER that I pre-ordered, and the ONLY game EVER that I paid more than 30 USD, just because of CD Projekt sheer awesomeness.
By the way, I created my GOG.com account to buy Screamers, I suggest you people do the same, very obscure, but very fun racing game (that needs quite a bit of processing power, it was released before Pentium was invented, and designed to only work in full graphics with Pentium! Very crazy stuff!)
Just thought I'd recommend a game that came out on GOG quite recently: Chaos Overlords. A unique turn-based strategy. A mac release is planned as well.
CD Projekt somehow persuaded Bioware to let them do proper localization of Baldurs Gate, hired the best Polish actors for voiceovers (think Morgan Freeman hired by small publisher in USA when everybody knows nobody buys games), did all the coding by themselves, and priced the product reasonably. And it was (maybe still is) the single biggest hit on Polish gaming market. By order of magnitude.
I'm glad they continue with that attitude towards customers.
The only thing they lack is selling Linux titles. While many (but not all) of their Windows games work with Wine, in addition of course to DosBox and Scummvm games which are easily playable on Linux, it's still good to have native Linux titles too. There is a proposal for them to start doing it (you can vote on it since GOG is asking for feedback on this matter):
http://www.gog.com/wishlist/site/add_linux_versions_of_games
DRM free distributor with Linux games would make GOG an unquestionable preference.
The only thing is: Most of games on GOG are really good, like, 5/5 good; but games on Desura are hit-or-miss.
And nobody was selling stuff to Poland anyway in eighties (even if we could buy it).
See http://www.gog.com/wishlist/site/continue_to_add_more_good_o...
Oh, and I just bought SimCity 2000. There goes all my free time.
After all PS2 has ended its run. Soul Reaver and some FF games enter public domain early next century. By that time they may have been lost forever. And it is a loss to humanity if you ask me.
That is just a side effect of the real problem with DRM: it takes control away from the owners and users of a computer and puts it in the hands of privileged third parties.
The recently released, higly anticipated System Shock 2 is also DRM free.
Easy way to test a game: Download it then close the Steam client. Run the game from the folder. If it starts = DRM free
http://pcgamingwiki.com/wiki/The_Big_List_of_3rd_Party_DRM_o...
It's a bit ironical though, that the list of DRM free Steam games appears on GOG, while Steam doesn't mark in any way whether the game is DRMed or not :)
Incomes on sales: 17 680 000, 27 810 000.
Profit on sales: 470 000, 4 070 000.
Incomes on sales to external customers per division:
- game development (CD Projekt RED): 1 500 000, 4 100 000.
- digital distribution (gog.com): 5 500 000, 12 000 000.
- publishing, distribution in Poland (CDP.pl): 10 400 000, 11 400 000.
Result on sales to external customers per division:
- game development (CD Projekt RED): +100 000, +1 400 000.
- digital distribution (gog.com): +900 000, +2 700 000.
- publishing, regular distribution in Poland (CDP.pl): -800 000, -300 000.
Assets in 2010-2012, 2013 Q1: 1 100 000, 1 700 000, 2 500 000, 3 100 000.
Debt-equity ratio: 2012 Q1 27%, 2013 Q1 19%.GOG are interested in feedback and demand.
Note - this is not about Wine. Many of their Windows games already work with Wine, you don't need GOG's help to play them. As well as old DOS games which use DosBox and Scummvm. That's about adding native Linux titles to their catalog.
For DOS games they wrap them into Windows installer and ship a Windows build of DosBox/Scummvm with them. There is no point in that on Linux, so you can use innoextract to unpack them without installing through Wine:
http://constexpr.org/innoextract/
Then just plug it into you distro's DosBox and Scummvm (some tweaks can be needed to the DosBox config files which they ship to adjust to the Linux filesystem syntax, but they are minor).
More of those: http://www.gog.com/catalogue?search=Electronic+Arts
DRM-free Sid Meier's Alpha Centauri, plus the expansion, Alien Crossfire, for about 2.50 USD (less than 2€). Yeah, it's easy to love GOG.
Of course I would be stunned if even 5% of the gamers who were calling for EA's heads over it will abstain from buying the next game in their favorite series if EA is involved in it. Most gamers seem completely unwilling to boycott.
EDIT: GOG also claim that laws regarding signing international contracts are more favourable in Cyprus than Poland http://www.gog.com/forum/general/my_credit_card_companies_st...
The whole point of no DRM is you not having to care where they are incorporated and whether they're ever going under.