This sounds like a faulty logic to me. Being anti DRM on the basis of comfort seriously misses the point. Because DRM can't be good. It can be comfortable enough to ignore though, and that's actually a problem.
You can take the stance that DRM is a good thing if it's protecting creators' rights and doesn't get in the way of consumers using the product. I'd argue that most creators take this stance, because they want to get paid for the stuff they made so they can turn around and make more stuff.
Or you can take the stance that "DRM can't be good", because reasons. This is the stance that a lot of people take who don't create (or who aren't paying the bills by creating).
Personally I'm somewhere in the middle, but I see the validity of both sides. Creators want to get paid, and consumers don't want to be told how/when to use the things they own. Being anti-BAD-DRM is taking that middle ground, and in terms of Steam they're doing it pretty well.
I.e. to draw an analogy, imagine someone objecting to the police state methodology not on the grounds that it's evil and abusive, but on the grounds of discomfort of such invasion. By that logic, if police state would employ covert methods, that would be acceptable since it doesn't disturb one's comfort.
I think such logic is pretty flawed.
> you can take the stance that "DRM can't be good", because reasons. This is the stance that a lot of people take who don't create
No, it's the stance of anyone with common sense. Those who create including.
Examples:
* http://www.publishersweekly.com/pw/by-topic/columns-and-blog...
* http://brutalgamer.com/2012/03/09/cd-project-red-drm-no-long...
* http://www.lexi-alexander.com/blog/2014/6/1/will-the-real-pi...
Technically adept pirates are actually encouraged by the mere presence of DRM, since they see breaking it as a sport. That happens fairly quickly, and the rest of the pirates never deal with it again.
So, there is an impact, just not the one you'd probably expect. Firstly, pirates are encouraged to pirate the material even if they don't care about the contents. I.e. DRM boosts piracy. Secondly, legitimate users are punished with this DRM degrading the quality of the product for them (while pirates enjoy the full quality, DRM-free pirated version). DRM is abysmally dumb from any common sense perspective of doing business.
> Even if you CAN get a free version if you try hard enough, the level of trying required will cause more and more people to find it worth the purchase.
Hard part of breaking it can be done by one pirate. The rest will use the DRM stripped version, nothing hard in it anymore.
I linked a few articles above where the point of DRM actually encouraging piracy is discussed. If you missed that, go through them:
* http://brutalgamer.com/2012/03/09/cd-project-red-drm-no-long...
* http://www.lexi-alexander.com/blog/2014/6/1/will-the-real-pi...
Another impact of DRM is certain amount of users who would simply avoid that product because they don't want to deal with any DRM to begin with.
Does DRM boost piracy, are there actual statistics for this, those links seem short on facts? World of Goo was heavily pirated.
One thing piracy has boosted is the explosion of the freemium model.
Those links explore the psychology of piracy, and note that DRM can boost it. Since pirates can be not interested in the material itself, but interested in breaking DRM for sport. Producing numbers is not an easy thing here, since there is no definitive way to count this globally (a concrete factual example was shown by CDPR though with their Witcher game).
However that's not even the main point. Even if DRM doesn't boost piracy significantly, the main issue here is that doesn't deter it, while on the other hand it punishes paying customers.
> If it was beneficial for a company's bottom line to abandon DRM they would do it, so why don't they?
Several possible reasons, none of them good and valid though. I listed them here:
https://news.ycombinator.com/item?id=8070346
Probably #1 (intertia / lack of common sense) is the most common.
See what Cory Doctorow writes about authors actually losing opportunities to gain money because of publishers stupid insistence on DRM:
http://www.publishersweekly.com/pw/by-topic/columns-and-blog...
You could, but there's a problem with that. Because DRM by nature can neither operate without getting in the way of consumers using the product, nor effectively protect creator's rights.
DRM is fundamentally and inherently bad, not as a moral proposition (though it may be that, too), but simply at what it is nominally intended to do.
Which often reflects the fact that DRM is used for completely other purposes. None of them good.
1. Lack of common sense or just "following the herd" (Lysenkoism).
2. Covering one's incompetence. (Poor sales are blamed on piracy, and DRM is used as a demonstration that they are "doing something about it").
3. Controlling technology progress and direction (like standards poisoning and so on).
And etc.
I've been a Steam user for 8ish years now, and it's never once gotten in the way of me playing games. The only downside that I can see is that you can't gift old games to friends (or sell them), and they're very upfront about that fact from day 1. They just recently made a change that allows you to share game libraries with friends/family actually, so that small gripe is going away.
It's hard to have a real discussion about DRM because it's like religion to a lot of people, and many are quick to dismiss DRM because it's not perfect. Saying "DRM is fundamentally and inherently bad...but simply at what it is nominally intended to do" isn't saying that DRM as a concept is bad, but that the past/present implementations have been bad. Dismissing the idea because a few implementations have failed doesn't seem very hackerish :)
The core of DRM is: Creators should be paid for the stuff they create, by the consumers of their stuff. There have been plenty of misguided attempts at this, for sure, but I think you'd have a hard time defending the counter position (especially if you want to have a morality discussion RE: DRM and not just a conceptual one)
That's not the core idea, while it's often presented as such. The core idea is "we need to control consumers and limit what they can do with their digital goods, lest some piracy happens". That's why such idea is flawed from the beginning.
Saying that it failed because implementation wasn't perfect and more policing will help to solve the issue reminds me the story of the Watchbird: http://www.gutenberg.org/ebooks/29579
Definitely read the whole thing if you didn't yet. What's hackish is not to be eager to implement even more draconian overreaching preemptive policing, but to understand from the start that it's a defective and unacceptable idea.
This is a philosophical position, not an infallible universal truth.
The problem with DRM, in general, boiled down to it's most salient point, is that it destroys value. It gets in your way, treats you like a criminal, and generally makes your life miserable so the people who made the attached product can feel like they're flipping off those eeeevul pirates.
Every system I can think of meets that definition, with one exception: Steam.
What's the benefit to me of SecuRom? There isn't one.
What't the benefit to me of Steam? I get all my games in one place, my save files synchronized across an unlimited number of machines, user-generated DLC automatically brought in (and synchronized the same way), in-home streaming, library sharing, the whole social network, in game overlay providing same and web access, some unheard-of-elsewhere sales, and quite a lot more.
What's more, if despite all of that you're still not interested and would prefer to go back to the dark ages, Steamworks is trivially defeated with an emulator program.
Not more than the claim that police state is evil. We aren't talking about moral relativity here however.
> The problem with DRM, in general, boiled down to it's most salient point, is that it destroys value.
Somehow ethical problems of DRM you try to devalue, while practical problems of DRM (like being infective against piracy and punishing legitimate users) you promote as the main issue with it. I don't think that's proper. However both are enough of a reason to never use DRM.
> What't the benefit to me of Steam? I get all my games in one place, my save files synchronized across an unlimited number of machines
Benefits of Steam have nothing to do with it having DRM. They could all be provided in a DRM-free fashion. Yet they chose not to.
You haven't convinced me yet.
The fact that you feel there are ethical problems is again a philosophical position.
See also updates above about other points.
DRM is built on the presumption of guilt and overreaching preemptive policing. These are quite standard features of some abusive police state ideology. It was well spelled out by one Sony exec: https://en.wikipedia.org/wiki/Sony_rootkit#Background
> "The industry will take whatever steps it needs to protect itself and protect its revenue streams... It will not lose that revenue stream, no matter what... Sony is going to take aggressive steps to stop this. We will develop technology that transcends the individual user. We will firewall Napster at source - we will block it at your cable company. We will block it at your phone company. We will block it at your ISP. We will firewall it at your PC... These strategies are being aggressively pursued because there is simply too much at stake."
Concise and to the point. That's what DRM is about. I.e. assuming everyone potentially criminal, and policing everyone preemptively in abusive fashion which violates one's privacy (because DRM is found in your private digital space). This core idea applies to any DRM by its definition.
I hope this makes the analogy with police state approach more clear.
However, bad DRM exists. You have to authenticate to their servers every time you play, you have to stay online all the time even in a single player game, if their server goes down you lose your games, they can take your games away from you whenever they want. The DRM is noticeable from the beginning because of the bureaucracy the lack of trust that comes with it. You're being punished just for the fact that you exist. You have to install rootkits or shut down/uninstall programs on your computer. There's no benefit to you other than the fact that, after they have been satisfied, they let you play the game. That DRM is like a police state. That DRM, however, does not describe all DRM. This DRM describes Sony's DRM, or SecuROM DRM, or Games for Windows Live.
See the difference (probably not)? I know I'm wasting my time, you've made it clear that your opinion won't be changed, but just know that not everyone agrees with you. Steam is DRM, and that's not a bad thing. You can have a local police department without existing in a police state.
I see any DRM as bad / police state like.
Policing can be good when it serves the proper purpose and doesn't cause other problems. Overreaching policing is bad however. I.e. preventing crime in general is good. Putting police surveillance in every home to do that is bad. I already explained above why any DRM is always overreaching. I.e. presumption of guilt and violating one's digital space. In case of Steam, its DRM is run on your computer, so it's analogous to putting policing mechanisms in your own house.
What kind of DRM does not have these characteristics? I know of none. DRM is defined as such, and as such is always bad.
Feel free accepting a local police department dedicated solely for policing you located inside your own house. Or for example, imagine yourself with ball and chain, or some kind of electronic device attached which limits what you can do in your own house as if you are a criminal. Others find it completely unacceptable. That's exactly why it's police state like and it seems that you don't get the point.
You keep bringing up "limits" and "preventions", yet I am at a complete loss to describe anything that Steam meaningfully does along those lines. Even the incredibly broad fair use arguments that could be made against other systems don't work here.
Actually, come to think of it, not every game on Steam uses Steam DRM (aka Steamworks).
While technically, some games which don't require the client to run can be manually copied to back them up, Steam forbids using them in the TOS if you don't have an active account. Now imagine a scenario when you have hundreds (or more) games in your library, and such kind of DRMed service just goes bust. Having no access to all those games would make all the downsides of DRM so much more clear, though it would be quite late already.
Either way, Steam is clearly geared towards DRM approach. In contrast, GOG doesn't require anything like that, and neither enforces anything like that. Once you bought some game, you can back it up all you want and install / play it regardless whether your GOG account continues to exist or not.
However, I find that the client offers enough on its own (the in-game overlay, mostly) that I'm more annoyed when I can't get it to work with a game. I have re purchased games I already owned on physical media and other ways to get the Steam integration (and I'm not alone there).
Steam going bust, in addition to being really unlikely, would be a mild annoyance at best, since bypassing it is a simple matter of replacing a DLL.
That said, you're right that there's something a little off about accepting other people monitoring what you can do in your own home with your own property.
That's why GOG has a good chance to provide a strong competition and actually change the landscape for the better. Comfort of usage with no DRM would be a clear contrast to other services and can eventually prompt them to ditch DRM as well.
GOG's going to have to out-feature and out-customer-service Valve, because the Steamworks DRM is transparent enough that most people are not going to see that as a valid selling point.
GOG think otherwise. And GOG users confirm that. Visit GOG forums and find out for yourself. Unsurprisingly, many GOG users don't use Steam at all. Whether that is because of ethical or practical reasons doesn't change the fact that they don't. GOG know what they are doing and know their audience as well.
He's saying that both DRM being a bad thing and a police state being a bad thing are self-evident truths.
(I'm not taking sides, just hoping to clarify.)
They also publicly admitted the mistake. Not many companies do that.
You've always been able to go through twelve screens of settings and figure out which Facebook radio buttons are the "don't share everything" option.
You've always been able to opt out of spamming all your email contacts when you import from LinkedIn.
You've always been able to cancel your recurring subscriptions, you've just got to call our customer support number, no it absolutely cannot be done online.
Super obnoxious defaults are still super obnoxious if they can be changed. I've used Steam for a while, and don't mind the ads that much, but it would never would have occurred to me that I had the option to turn them off.
i.e. "Notify me about additions or changes to my games, new releases, and upcoming releases."
I only want the setting to apply up to the first comma.
Google Chrome can do silent updates, which install themselves after you reopen the application. Why can't steam do this for all their non-security updates?
This seems like a problem with Valve's "No management, work on what you want to" [2] strategy. Maintaining (not to mention continually improving) a piece of software like the Steam client takes a lot of work, and it doesn't look like there aren't enough people at Valve doing it. There are new features like family sharing, big picture, and home streaming, but there's next to no progress on the slow bloated client that's constantly getting in my way.
I've bought a couple of things from GoG and I'll buy more as the catalog grows. I hope they eat Steam's lunch.
[1] http://forums.steampowered.com/forums/showthread.php?t=86186...
I love both sites though :)
If you are using Linux, you can try this one: https://github.com/Sude-/lgogdownloader