Gather ’round, children, and let me tell you a story about the old bugaboo we used to call DRM. Digital Rights Management was the beast under every gamer’s bed in the mid-2000s, an invisible bit of software baked into game discs that dictated and tracked player behavior under the guise of preventing piracy. DRM software, like SecuROM, limited the times a game could be downloaded and forced players to regularly connect to the internet for authentication checks, at a time when less than half of American adults had reliable broadband connections. DRM features soured the releases of BioShock, Mass Effect and Spore, and by 2010, anti-piracy software had rendered Assassin’s Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft attempted to release the Xbox One with always-on DRM features in 2013, intense vitriol from fans forced the company to reverse its plans at the 11th hour. There were lawsuits. DRM was a curse word. Meanwhile, Valve was building out Steam. When it landed in 2003, the digital PC storefront was designed to streamline the patch process for games like Counter-Strike and make it easier for Valve to implement anti-piracy and anti-cheat measures. Steam was made to be a DRM machine. In 2004, with the release of Half-Life 2, Valve made Steam a requirement for every player, and even those who’d purchased new, physical copies of the game had to boot up the launcher first. There was some low-level grumbling, but PC players were used to being lab rats, and... Continue reading at 'Engadget'
[ Engadget | 2024-03-04 16:30:21 UTC ]
Written By: Charlotte Williams Publication Date: Thu, 16/06/2011 - 15:44 Publishers are vying to be the champions as they bring out titles to coincide with the 20th anniversary of the death of Queen star Freddie Mercury in November 2011. read more Continue reading at The Bookseller
[ The Bookseller | 2011-06-16 00:00:00 UTC ]
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